Hans Steinbrecher / ITP
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Spontaneity Scoring Contest

ITPG-GT 2000 Applications taught by Sharon De La Cruz

Hans Steinbrecher | Jerry Zhou | Savannah Manning

In our first discussion, we were surprised by the text framing desert as nature after it had once been a rainforest. While they seem mutually exclusive (because they are) they still exist under the wider umbrella of nature. So we discussed different levels of nature, naturally shaped city paths like a medieval town versus a manhattan grid city. The difference between knowing your way around in the neighborhood versus ordering an uber with a navigation system. Which led us to ponder how we can control our environment or lack there of. In particular, we discussed how a vehicle in a way can allow you great control over your environment with temperature, music, speed, etc. Especially compared to walking through NYC as your mode of transportation. You open yourself up to much more spontaneity. We decided we wanted a game based around these two controlled vs less controlled environments.

From there we introduced the game idea: scoring spontaneity. By focusing on spontaneity we felt it was a good hook to explore different versions of nature (desert versus jungle) and by scoring spontaneity we introduced the inherent contradiction: a perversion of spontaneity which has tension with a planned/controlled environment. We went through different design ideas for the tasks/games: A navigation game, where participants need to follow a path. This felt interesting but not pleasant to do. We explored a puzzle game where all pieces are designed, which we found too constrained and we were looking for a touch more freedom. We landed on Cinderalla’s lentil sorting. Cinderella is a particular interesting match for this design challenge because it is pleasant/inviting/cute (make your peers want to be here). Its a well defined and impossible task, that makes it particularly interesting and open ended. Cinderella has an interesting history in that it was a story that folks in Europe told each other until The Brothers Grimm wrote it down and Disney exported it into a screen based format.

Leaning on the text of Finite and Infinite Games: “In a matter of months we can cut down a rain forest that took tens of thousands of years to grow, but we are helpless in repulsing the desert that takes its place. And the desert, of course, is no less natural than the forest. ” page 121, we concluded to score spontaneity in two environments to experience the difference of their atmosphere first hand, side by side.

The next step was to explore elements to form this experience and highlight its contradictions. We started with identifying clear criteria and definitions to score spontaneity. For that we use claude, because asking an LLM, a highly synthetic tool, to give a definition for spontaneity was good.

Definition of spontaneity and a whiteboard exploring natural and constructed environments.
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Drawing Cinderella on a whiteboard while preparing the experience.
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We designed a Spontaneity Scoring Contest: two rounds of games, groups, scoring and a prize to win.

Scoring spontaneity on a well defined task for a specific amount of time is a contradiction. Spontaneity is by definition unplanned. To make this contradiction even more clear, we kept developing natural and unnatural elements in the experience.

The winner receives a bouquet of flowers, there is Johann Strauß classical wales playing the lentil sorting game derived from Cinerella’s impossible task in the fairy tale. We also provided sugar and painting from the fairy tale, to foster creativity.

And yet, as a contradiction we did this in Hazmat Suits and safety goggles paired with lab vocabulary (spontaneity expert, experiment facilitator, case study, experiment).

We also believe that the Hazard suits will make for great cinematography together with the bouquet of flowers.

We developed a vocabulary for this game that mixed the tradition and beauty of the game with a research environment (case study 0 to 3, experiment 0 and 1, spontaneity expert, facilitator).

The fairytale written down by The Brothers Grimm and Johann Strauss’ waltz are responses to culture and history. We went with this story because it fit the desired game constraints and because it was mainly passed down via word of mouth (literal storytelling) in the early 1800’s. The two games allowed us to create natural action with and without constraints (freedom or lack thereof) with two environments unconstructed and very constructed. Spontaneity is a nice metric to indicate naturalness and measuring it in a defined framework is an interesting contradiction in itself. There is no nature without spontaneity (one would think) and we created conditions that kill spontaneity in its core (30 seconds to be spontaneous).

Spontaneity is an intuitive action, unplanned, without a goal, it does not comply to any structure and can not be intentional. We observed many groups acting out of the expected but still deliberate actions. Deliberate because, to score high on the defined axis (speed, authenticity, ..) and to score high in the spontaneity contest. By definition, there was no spontaneity possible in this contest. We designed this experience such that participants experience how ridiculous it is to plan anything that is intended as spontaneous.

Contraditions:

First round was more comradery, it was lighter. Second round was more pressure, to perform, complete successfully.

Nature (flowers) but manipulated by humans. Nature versus machine.

Observations

We have acquired a variety of responses, solutions and performances from our activities. We can see the participants’ group efforts to come up with performances that are unexpected, ridiculous and amusing, and also actions that are rebellious against the instructions.

Experiment 2 (sort lentils, 1 min)

Participants’ responses:

Facilitator Observations:

Scorer Observations:

Reflections

  1. Would love to do a photoshoot with hazmat suit and flowers.

  2. Interested in keep shaping this experience more precisely and trying out different natural and unnatural elements together.

  3. It is hard to design a content full experience that is pleasant to participants if there is not a lot of time.

  4. Being able to have a survey after would be great to get feedback on what went well vs what didn’t, who felt uncomfortable, who enjoyed it, etc.