The Squeeze Chute and Contained Exploration Posted by Kollin ATCM 3331 Add comments Mar 032020 This content has restricted access, please type the password below and get access. 5 Responses to “The Squeeze Chute and Contained Exploration” Emily says: March 7, 2020 at 1:08 pm Connecting the squeeze chute to video games is not a connection I might have thought of myself, but I do think it is interesting to connect video games to designing for disability. In particular, I think many video game console designs run into the problem of designing for a “default bodily experience.” One criticism the original XBox ran into, for example, was that the controller was rather large and unwieldy, making it more difficult to use for anyone with smaller hands and privileging an able-bodied, male, and mostly North American base of users. It would be interesting to apply these design parameters to the design of video game mechanics as well. Log in to Reply Michael says: March 7, 2020 at 3:15 pm The idea of “constructive herding”, so to speak, has always interested me. Generally I think of humans being herded in a certain direction against their will or without their knowledge as a bad thing, but you bring up an interesting point with the way video games do this in a constructive way that both helps humans, and lets them think they are doing it themselves, so there is no impact to their self-esteem. I would be curious to apply this same concept to more real-world events. For example, many modern video game controllers are being used to fly military drones because they feel more familiar to us. In the same way, perhaps the idea of games using the squeeze chute could be applied to learning real-world skills? I read a post by Alex in this blog feed where they spoke about the dynamics of how self-taught experience leads to education and skill, perhaps even more so than disciplined training, which is much more heavily valued by industry. Maybe the squeeze chute concept could be a bridge between these two methods? Log in to Reply geldert says: March 9, 2020 at 7:42 pm Kollin, As I was reading your post, I was thinking of the Temple Grandin movie. I saw the movie years ago and I remember thinking it was a bit odd but it was still a good movie. The thought of the Temple Grandin movie actually reminds me of when I went to PetSmart a few days ago — I was looking for something to calm my dog down and they recommended a thunder shirt — which made me laugh but essentially what it was, was a tight fitting small little shirt for my Pomeranian. The tight fittingness of the “thunder shirt” is supposed to help keep them calm or something. I can’t exactly relate to what I saw in the Temple Grandin movie however I get a sense of relief from playing video games as well. Log in to Reply geldert says: March 10, 2020 at 10:00 am P.S.: Similar to the hug machine that Temple Grandin invented, I sometimes wear a “weightlifting belt” at the gym — which add support to my lower back while doing heavy lifts. Log in to Reply Catalina says: March 17, 2020 at 2:32 pm Hi all, Really great explorations here of the concepts of choice, ability and games. If we are using Temple Grandin as an example, it is worth asking who is this experience for and who can afford to make choices in the game. One side of this is physical accessibility (as pointed out by Emily), but also the ideologies that the game is supporting and what notion of “success” it sends to the players. > Kollin, nice to see you designed a new visual for the blogpost! Log in to Reply Leave a Reply Cancel replyYou must be logged in to post a comment. This site uses Akismet to reduce spam. Learn how your comment data is processed.