INTERACTIVITY we + FUZZY FRONT END FIGURE 2. The above graph is based on Sanders and Stappers “fuzzy front end” of co-designing, which illustrates the necessary ambiguous and chaotic beginning explorations of design. CHANGING THE EXPERIENCE. Moving through this fuzzy end, my reformed concept ended up embodying many of the same features of my design process: | opened up the platform to contributions, aimed to foster a creative environment, and let the users inform the final content of the space. The result is a website that highlights and encourages inter- actions between artists, events planners, and audiences. This format takes advantage of the commutative and expressive tools of the internet, while also placing the activity into a user’s own community. The site invites everyone to actively browse, discover and participate, both digi- tally and physically. Not just an online site, nor a digital mirror that only reflects real world events, this project is an interactive space that can help people understand and contribute to their culture. By inviting users to shape the site with their own content, I’m drawing on Sanders and Stappers’ emphasis on co-creation and participatory design. They have noted that “over the last 10 years... people increas- ingly want a balance between passive consumption and the ability to actively choose what kinds of more creative experiences to engage in and how.” [6] For example, the Danish interactive iFloor project was designed to bring interaction back to the library, back being the key word. While “information technology may have dramatically improved our access to information... it has also taken something crucial away from the library experience — social interaction.” [2] The iFloor focused on how physical space could be used to bring this interaction back —an emphasis which | took as inspiration for my own project. | was interest- ed in discovering a way to use the convenience and usability of the inter- net to bring interaction back into local culture. Both projects emphasize the role of the user in creating this meaningful experience. Urbanist Jane Jacobs stated that “cities have the capability of providing something for everyone, only because, and only when, they are created by everyone.” [3] Equally true for design, co-creative design products can transform our relationship to consumption and our environments. [6] FUNCTION. Choosing a website format opened up many interactive possibilities, but | also sought to counter the isolating nature of the internet. In a culture overwhelmed with communication opportuni- ties, our “web of connections has grown broader but shallower.” [1] When used properly, however, these technologies can “lead to more integration, rather than more isolation.” [1] Many online communities have formed around microblogging formats like Tumblr, which enable open, informal, fast and spontaneous contributions and interactions. [4] | choose to utilize a highly visual layout to encourage easy brows- ing, as well as a tagging system that would let the user sort through and customize the communities’ uploaded content. This lets the user move through the different “moodboards” of Vancouver’s music scene and gives them an immediate invitation to dig deeper. | also wanted to make distinctions between three types of content — events, artist content and audience content — so there would be an understanding of the relationship between these cultural elements. My hope is that by providing a microblogging space that users can upload to and that focuses on the users’ physical community, a greater connection to their culture will grow. PROTOTYPING. Storyboarding was an important tool in creating the page architecture of the site (Figure 4). Envisioning my own scenarios of what | would hope to encounter on the site and asking peers for their personalized situations helped me define the end goals of my site. By always ending or starting a scenario in a physical cultural space, like a local concert, | forced myself to think of the reasons and motivations a user would have to use my site. | then took those needs and designed my prototype to fulfill them. The resulting site lets the user browse deep into the Vancouver music scene and personalize their experience, while still being part of a larger community. Leveraging popular and established online tools like tags and profiles, the interactive prototype testing went smoothly because the format was designed to be intuitive. GETTING THAT LOOK. Throughout this process, | took inspiration from ways cultural was displayed in the environment around me. Inspired by posters, posts and boards, | wanted to recreate the spontaneous, dem- ocratic and visual quality of these public forums. | named my project Bulletin, and decided that the most of the visual content would come from user-uploaded images, photo albums, gifs, videos and playlists. The overall effect would be a like a street bulletin board: messy, organic and intriguing. The consistent elements of the site, logo, menu, background and information type treatments needed to be engaging enough to FIGURE 3. Using the classroom environment to ideate and collaborate with peers helped elevate the design work and move it in a more fulfilling direction.