Student Journey: Gabe Eastridge

“There isn’t just knowledge but a visual and physical atmosphere of excitement to learn challenging technology and concepts.”

About Gabe

Gabe Eastridge graduated from the University of Indianapolis in May of 2023. He started EMDD in the fall of 2023. A creative designer, he went to school for Graphic Design and hopes to pursue that in sports. He enjoys art and visual media, which inspired him to pick up a camera and join the yearbook during high school. He loves taking documentary/street-style photos and enjoys shooting sports. He hopes to keep learning new software and using the projects in EMDD to grow his design skills, along with the understanding of storytelling to enhance his photography and video skills. Visit his portfolio here: eastridgephotoz.myportfolio.com

Thoughts on the EMMD Spring Workshop

I just attended my second set of EMDD low-res in-person classes. The first semester in the fall was a bit daunting as I had recently graduated that previous spring and decided to start my master’s, and I wasn’t sure what would be required of this higher program.

I quickly found out that the professors, Drs. Moloney and Fisher were very outgoing and excited to teach the classes. With a lot of banter back and forth and everyone getting to know one another, I was eased into this new adventure of education. I found I had similar interests and knowledge of areas that piqued the two different professors’ interest, and when brought up, it was noticeable that I had piqued their interest. They were quick to open up and start discussing the topics of AI, photography, design, varying media platforms, etc. Seeing their excitement, wealth of knowledge, and desire for discourse, I was drawn in. It’s hard to explain, but I haven’t had anything like this before in my undergrad classes. There isn’t just knowledge but a visual and physical atmosphere of excitement to learn challenging technology and concepts. They do excellent jobs pulling you in and continuously engaging. 

I say all that because those ideas remain true and are why I enjoy the EMDD program. We took an exciting trip to an escape room during this last in-person session. We were briefed on what to consider during this experience. It was also super interesting because, in the previous session, we visited the Children’s Museum of Indianapolis and spent a day exploring and analyzing the exhibits. This was a whole new story of engagement, and instead of just watching, you were a major piece in solving the puzzle. It was a great way to engage ideas of gamification concepts, storytelling, critical thinking, and overall design concepts. With this experience under our belt, we dove quickly into lectures and content that we will be working on for the rest of the semester.

Of course, just like the professors, the lectures are engaging and filled with funny moments, clips/imagery from real-world media, and concepts that help tell the narrative of the concepts. It was always enjoyable to see tidbits of fun during lectures as an undergrad, but these take a whole new level. They keep your attention, and I take mental notes because the content sticks with me. I am very visual and hands-on, and the way they teach works well for me. In one class, we focused more on jumping into software and starting the development process. We faced various challenges, and both professors were ready to add their problem-solving methods. They had broken us into two groups for the escape room and this short project. The two teams were the same for both events, which helped in the bonding process and the complexities of software. Having multiple minds on the topics helps solve the problems much quicker. I enjoy these short moments when we all meet in person. I love the professors and look forward to seeing them next time we meet.

Would you like to join Gabe on his journey? Follow EMDD on Instagram, Facebook, and LinkedIn. Visit our Ball State University webpage for more information or to join our program.

Student Journey: Jo Beth Bootz

“The right stories can open our hearts and change who we are.”

Janet Murray

About Jo Beth

Jo Beth Bootz is the Media Communications and Broadcasting Program Instructor at the Southern Indiana Career & Technical Center in Evansville. She embarked on her media journey during high school with a focus on radio broadcasting during her senior year as part of the Career and Technical Education program through the EVSC. Building on this foundation, Jo Beth pursued her passion at Indiana University, earning a degree in Telecommunications and Communication and Culture.

Throughout her college years, Jo Beth demonstrated her dedication to media by collaborating with the IU Office of Communications and Marketing. She produced a syndicated program for high school radio stations in Indiana and gained valuable experience through a summer internship in video production with KSTN in Seattle, Washington. Jo Beth earned a prestigious summer fellowship from the International Radio and Television Society after graduation. This opportunity led her to New York, where she interned with the Sesame Workshop, contributing to home video production for Sesame Street.

In her professional career, Jo Beth worked in marketing communications with Windstream Communications, Youth Resources of Southwestern Indiana, Habitat for Humanity of Evansville, and Macaroni Kid National. In 2020, Jo Beth transitioned to education, channeling her passion for media to inspire the next generation. Despite her diverse experiences, she circled back to the program and radio station where she started as a high school student. In addition to her full-time role, Jo Beth engages in freelance projects focusing on marketing communications and provides voice-over services to clients regionally and nationally. Her work can be heard on iHeartRadio’s iRead2Know literacy station.

Jo Beth is in her second semester of the Emerging Media Design and Development program.

Thoughts on the EMMD Spring Workshop

As a low-res student, the journey to Indianapolis combines excitement, anticipation, and genuine education alongside fellow professionals. In online learning, our weeks are often consumed by work, family, friends, and extracurricular activities. However, Ball State’s four-day workshop for EMDD at the beginning of each semester, where professionals convene, serves as a welcoming gateway, fostering connections with the curriculum and peers in the cohort.

The workshop became an immediate hub for bonding, featuring Dr. Maloney’s engaging stoke activities, an escape room challenge set to the backdrop of 80’s music and cars, and Dr. Fisher’s commitment to teaching a new system for crafting interactive digital experiences. Discussions traversed diverse topics, from Star Wars to Westworld, exploring storytelling models from Freytag, Kishotenketsu, and Vonnegut, and embracing Janet Murray as our personal Godmother of IDN. The exchange of knowledge and ideas during these sessions was unparalleled.

The workshop concluded with a creative challenge amid discussions, lectures, and group activities. Teams drew on their love and understanding of impactful storytelling, combining it with the structure of digital narrative using Unity for the first time. And boy, was that a challenge! Drawing inspiration from our escape room experience, two teams “competed,” weaving narratives featuring a casino mob boss to a spooky treasure hunt complete with a haunted mansion—all constructed within a text-based experience, challenging our storytelling and programming skills. Undoubtedly, each of us embarked on a Hero’s journey from Wednesday through Saturday, initiating or continuing our education journey with the EMDD family.

Would you like to join Jo Beth on her journey? Follow EMDD on Instagram, Facebook, and LinkedIn. Visit our Ball State University webpage for more information or to join our program.

The Center for EMDD Presents: The Great Escape

“When you have eliminated the impossible, whatever remains, however improbable, must be the truth.”

– Sir Arthur Conan Doyle

Last week, the Center for Emerging Media Design and Development launched its spring low-residency workshop at the Ball State Fishers Center. This immersive four-day event provided team building, networking, educational components for EMDD 630: Nonlinear & Interactive Storytelling and EMMD 640: Transmedia Storytelling & Publishing, and fun!

The week began with a pit stop at EscapeUSA Fishers’ The Race escape room, which is best described in the style of Arthur Conan Doyle via ChatGPT:

“In the dimly lit Vintage Race League garage, motor oil and adrenaline thick in the air, a mysterious veil cloaked the season’s final race. High stakes, higher tension – you and your rival teetered on victory’s edge. A clandestine caller, night-shrouded, delivered an ominous message – both race cars sabotaged, carburetors damaged. Fate’s gears took a sinister turn.

Race rules demanded inspection two hours before engines roared. Within 60 minutes, navigate the labyrinth, find a spare carburetor, or face a penalty. The Parts Department key was left at the track; a security code guarded the crucial bastion. Unravel the mystery, find the code, secure the carburetor – destiny’s race against time: triumph or bitter defeat, the final race hung in the balance, a spectacle of cunning deduction. The game was afoot!

At the workshop, Dr.’s Kevin Moloney and Joshua Fisher created a novel experience for their classes. Competing against one another in two identical escape rooms, the students created narratives that will inform the stories they tell via their coursework in the upcoming semester. Dr. Fisher said, “the escape room allowed students to gather story data to put theory into practice in the emerging discipline of interactive and digital storytelling.”

Students used a series of user personas to select their escape room type and sorted into two teams of five: The Perfect Mix and The Wrecking Balls. These teams raced against the clock and each other to see who could escape first. The Wrecking Balls crushed The Perfect Mix’s hopes of winning with a well-timed, if accidental, bit of sabotage, but in the end, both teams escaped with the spare carburetor!

After receiving the checkered flags, students took a pace lap and met with faculty and alums of the EMDD program at a dinner mixer at the Fishers Test Kitchen before heading to their respective homes and hotels.

The rest of the week featured morning sessions of storytelling theory and afternoons of story creation. Dr. Moloney’s course focused on how to build stories, “we used the escape room experience to seed discussions of how to structure a story. The students chatted with me as they developed nonlinear stories about how the points on a variety of story arcs could work in nonlinear form.” Dr. Fisher worked on fleshing these stories into an interactive form via Unity and Twine.

Would you like EMDD to be part of your story? Follow us on Instagram, Facebook, and LinkedIn. Visit our Ball State University webpage for more information or to join our program.

More Empathy Research Was Needed Here: A Series of Student Perspectives

More Empathy Research Was Needed Here: A Series of Student Perspectives

Hi! I’m Mel, EMDD’s project manager and Ball State University’s instructor.  I’ve taught usability design and design thinking over the last 12 months at Ball State University. Each semester, I ask students to write about a poorly designed product they’ve experienced. And each semester, I am impressed by the passionate responses I receive to this question. Listed below are a few of my favorite and most relatable instances of product failure from the perspective of Ball State undergraduates. Enjoy!

1/5

Single-Ply Toilet Paper | Written by Mia Basso

People joke about it all the time, but we all know it’s true. Single ply toilet paper is the worst. Ideally, a thinner ply means more paper per roll, and more paper per roll means less rolls needed overall to maintain a public bathroom or similar space. It’s a cost saving strategy, but what’s the real cost? Single ply toilet paper is infamous, nay infamously legendary for its abysmal quality. What’s the point of single ply anyway? If the paper is thinner, then you have to use nearly twice as much to accomplish what a two ply could. Doesn’t that mean you’re using the same amount of paper either way? Single ply is miserable, nobody is happy to sit down and see a roll of single ply nestled in those commercial use toilet paper rolls. Sometimes you can’t even drag any of it out, because it’s so thin, so flimsy, so unbelievably ineffective that it tears at the slightest application of pressure. Its absorbency is practically nonexistent. You would be better off taking a piece of copy paper and laying it over a puddle than an entire swath of single ply toilet paper. I really can’t think of any action more apathetic than knowingly stocking a bathroom with singly ply toilet paper. 1 out of 5 stars for the 1 ply this sorry excuse of a hygiene product has to its name. 

2/5

Public Bathroom Stalls | Written by Ethan Bell

The public toilet partition, often replicated but never perfected. We have all sat down at a bathroom on campus or in public and locked the door just to see a 1/4 inch gap around all the walls, exposing yourself to anyone looking hard enough. Everyone who has ever used one of these stalls knows the anxiety created by that small gap. This is one of the key things that people hate about using the bathroom in public, that and the single ply paper of course. After doing some more research, I found that this is just an American issue. European stalls typically have privacy protectors on the cracks. Most of these American partitions are designed to produce few parts that apply to many different partition setups. This allows the companies to operate cheaper and make more money for shareholders. It would certainly be possible for these stalls to be made with more privacy, but it would cost manufactures a fortune. The only way American stalls will change is with a change in the law that requires more privacy to public stalls, or if the customer demands it and is willing to pay the higher price. The disconnect though lies between the developers installing the partitions though, and the customer actually using them. Overall, if I had to rate public partitions, I would give it 2/5 stars because it does its job, just not very well. 

 

2/5

Two-Piece Bathing Suit Sets are Outdated | Written by Genevieve Eldred

Two-piece swimsuits sold as a pair are the worst!  We’re all aware that people come in every shape and size. Personally, I know I have super narrow hips. If I’m wearing a particular size for the top, the bottom usually should be a smaller size.  Broad marketing research should not be done to get an average size of people. This leads to the production of a very standard size, a “one fits all”  type of thing. It’s disheartening to find a swimsuit you like, only to find out that it just won’t work for you. In today’s climate of body positivity and awareness of body image as a whole, people can take offense to such outdated practices. It shows a real disconnect between a company and its users, which makes no one happy. The current trend of selling swim pieces separately has worked well as a solution (so long as your size is in stock). However, one draw back from this solution is that it’s often more expensive to buy the pieces separately. Super frustrating! But I digress… I give two-piece swimsuits sold as a pair a 2 out of 5 stars.


1/5

Unknown Materials Used in Pet Collars | Written by Sam Smith

A product example of poor empathy research that personally effects my life would be pet collars.  More specifically, I strongly dislike collars that do not include a list of materials used to make the product. Before becoming a cat parent, I did not know how common it is for cats to have fabric/elastic allergies. For my cat, Cuddles, it’s been nearly impossible to find an affordable collar that doesn’t cause an allergic reaction. Collars sold without a material listing make it a guessing game when make such a necessary purchase. Like typical cats, Cuddles is a playful feline. She enjoys chewing on her cat collar as if it were a toy. This constant chewing means constantly on the market for new cat collars. I am only made aware of her allergies when a reaction occurs —  scabs and bumps all over her neck. They appear quickly but take a long time to heal even with medication. With a simple list of materials used to create cat collars, it would be much easier to narrow down what exact she is allergic too to be able to keep her safe and healthy. I would rate my experience with this collar 1 out of 5 stars. 

3/5

Car Visors | Written by Cassie Pomierski

One example of product design that I feel lacks empathetic experience are car visors. I think this product is a great invention to shield passengers and drivers from the sun while driving, but I think it could definitely be more accommodating. Being 5’3″, it’s always been annoying to have the sun shine in your eyes while sitting in the car, and the car visor doesn’t pull down far enough to shade your eyes unless you scoot your seat all the way forward. It may vary from car to car, but from my own experience, it seems like most of the car visors are designed with a lack of empathy. A lot of times, the visors can pull outward/side to side, but they don’t pull downwards to block the light for short people like myself (at least with all the cars I’ve been in). If an accommodation could be made for people of different heights (such as an additional/mini visor that pulls out from underneath it) or a new design is made, this product could benefit more people than just the average and tall people it was designed for. My rating would be 3 out of 5 stars since the intent of the design is there, but the actual outcome isn’t as successful as it could be.

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Melodie Griffin

Melodie Griffin is the project manager for the Center for Emerging Media Design & Development. Her research focuses on virtual reality enhancement and UX in video game design. She also teaches usability, design thinking, and UX.

All We Want for Christmas is… Cloud Streaming

All We Want for Christmas is ... Cloud Streaming

The holidays are approaching, and it has been a few years since the gaming company, Xbox, has released a new variation or generation of its console. So, you know what that means: buy your child the new Xbox Series X or S this Christmas! Except this time, the console isn’t only significantly better than the previous generation, it is also introducing the future of gaming: Cloud streaming.

Xbox is reinventing how people access and play video games with their Project xCloud. They want to enter the mobile gaming industry without producing hardware and remodeling the Xbox to play like the Nintendo Switch. Instead, their plan is making your personal smartphone or tablet a portable console by streaming video games directly to your screen.

Mobile gaming is a huge market without any AAA games (large budgeted and marketed games usually released on PC, PlayStation, Xbox, and/or Switch). People want to play games on their phones, and they settle for simple and entertaining games that only require two actions, one for each thumb. The high demand for high quality mobile games was confirmed with the incredible success of the Nintendo Switch for all demographics. The Nintendo Switch is a portable console that can switch from mobile to displaying directly to your television.

Traditionally, Nintendo consoles and games were most appealing to a younger audience or nostalgic adults who played those games as children. This trend was confirmed with lackluster sales of M17+ rated games (video games designed and marketed for adults). However, a couple of years after the Switch’s release, the demographic of gamers has increased in range, and now almost every M17+ AAA video game is being released or rebooted onto the Switch.

Xbox recognized this trend and decided to up the ante of portable and mobile gaming with streaming. The ability to stream your video games is huge for two reasons: you can play whenever, wherever (given you have internet access), and you do not need to download the games to access them. The conveniency factor means that you can play while walking or while on the bus, subway, or passenger seat, as long as you have a controller designed for mobile gaming.

The biggest problem most gamers worry about is the incredible amount of storage space a game may occupy. Most phones do not hold more than 512GB of space, and many video games are surpassing over 100GB of space by themselves. That means you can have a smartphone with only 16GB of space and still experience the xCloud Game Pass at its full capacity without worrying about downloading times and space through cloud gaming.

Xbox has acknowledged the potential of streaming video games, and they are currently exploring the ability to stream onto your PC. Next would be the ability to stream onto your console. Ultimately, Xbox may alter the entire video game industry with a purely streaming platform like Netflix where you don’t have to worry about hard drive space or download speeds. You can start a game whenever, wherever, however, and without any stress.

 

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Leo Herrera

Leo Hererra is a graduate student of EMDD. He currently works as a graduate assistant for the program.

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Technology Shapes the Travel Experience

Technology Shapes the Travel Experience

If you are anything like me, you love a good adventure: flying through the sky to a destination you have never explored before, meeting people from around the world, and eating food from different cultures. During undergrad, I studied abroad in England. Since my return, I have caught “travel fever”, provoking a need to explore as much as possible.

In the mist of all this wanderlust, I can’t help but think about how traveling has changed in the past decade. From planning to execution, technology has simplified the overall process of traveling. Below, I have listed a few of the travel technologies that we may take for granted. Perhaps this will provoke a greater appreciation for the current travel process, or maybe you will discover a new way to arrive at your next adventure.

My mom did all the trip planning when I was a kid. Sitting at the dial-up computer, she attempted to find hotels and tourist destinations. Often times, my frustrated mom would give up on this endeavor, leaving our trip open-ended. My trip planning experience is so different from my mom’s all those years ago. There are countless platforms that allow me to find good deals on destination packages that include flights, hotels, and other places to visit. There are ways to compare flight prices, place reservations, and check hotel ratings.

My Recommended Travel Planning Tools

Are you a “fly by the seat of your pants” type? This app is for you! It compares discounted airline deals for those adventurers seeking a getaway without much time to spare. Check it out. 

A convenient way to make reservations for hotels, flights, and other important travel accommodations. Visit this helpful site here

This is GPS app that finds interesting places to explore along your route. Give it a try or explore the app here.

This site is incredible if you’re looking for things to do at your destination. Check it out here.  

Did your family always use an atlas and frequently stop at gas stations for directions? Back in the day, my family sure did! Much has changed in the last decade. With a simple swipe of two, everyone can use their smart phones to lead them straight to their destinations. For those with unreliable phones (or lack of phones), a simple Global Positioning System (GPS) will be just fine.

Think about years ago, where you may have waited in line for forever to check in to your flight. Now, we have mobile apps where we can easily check in without spending hours at the airport before we get to our gate. We simply press a couple of buttons on our phone and scan it at the entrance. Say goodbye to the many minutes wasted at a counter.

With these progressive changes to travel, travel costs have been affected since users’ have had the ability to easily search for the best deal. Think about how restaurants and hotels have to improve now that travelers have tools to look up reviews. Technology changes the world all around us and it all starts with someone listening to users and keeping them in the design process to ensure solutions that help the user experience.

Design thinkers, user-experience designers, engineers, and inventors have been studying travel for decades. This has allowed us to travel with little-to-no stress. Design thinking and human computer interaction (HCI) are at the center of these innovative technologies that promote pleasant travel experiences. Next time you’re planning an adventure, think about all those people on the back end that have listened to travelers like you and me to make it possible.

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Michaela Tangeman

Michaela Tangeman is first-year EMDD graduate student. She is a graduate assistant for the Department of Journalism at Ball State University. She loves problem solving, and traveling.

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Design Thinking And Usability IRL

Design Thinking And Usability IRL

As a part-time EMDD student and a full-time publications designer, my brain is constantly toggling between student mode and work mode. On the positive side, this means that the skills and concepts I have picked up in my classes immediately become a part of my mental toolkit at my job.

I work in an economic research office where every job is deeply connected to data. The research team cares about trends in the data and the implications for households and businesses. As part of the publications team, I care about the best way to tell the visual story of this data.

One project in my office involved designing a website that takes clients step-by-step through an online process to help them understand the strengths of their community and the best direction for future economic growth. The question is: How do we take a complex series of tasks and simplify them for our clients?

The client journey (aka user journey) was developed by a team that included several economic professionals, a website developer, and a publications designer (me). Although we did not follow a formal design thinking process to develop the project, the development process included abstract discussion (brainstorming/ideation), defining, prototyping, testing, and lots and lots of revising.

Over a course of six months, we discussed and listed the critical objectives that we wanted a potential user to complete, the actions that the administrators would have to take to make those objectives possible, and the actions that could be added if users were unable to complete the objectives. We also estimated reasonable time frames for each step and action in the journey.

To document these hypothetical user journeys, we drew basic and then increasingly more detailed flowcharts, which can be thought of as user journey maps. The details and phrasing of the maps changed as we refined/clarified the process and developed new features. The map also changed in intensity of detail depending on the audience to whom we were presenting (a basic overview for promotional partners, more detail for potential users, and far more detail for coworkers behind the scenes).

The project team also had to establish uniform terminology for our project: Each “step” in this project involves several tasks for both the user and the administrators. A “client community” is self-defined by the user, so it may be a town, a multi-town region, an entire county, or a multi-county region. All project assets (brochures, website, presentations, etc) and project team members need to use this terminology. We also must have consensus for which tasks fall under which step, which conditions must be met for a user community to be eligible for the next step, and when exactly a user community is promoted to the next step.

To keep this project scalable and cost-efficient, we rely heavily on website automation to guide users and administrators through each step (we’re looking at a pool of 600 communities eligible for participation within a 10-year window, and we estimate 0.5-2 years for process participation). This very complex website is being developed in phases, with the first phase completed for a soft launch in early 2016, two years after the initial conversations and planning began. After meeting with the very first pilot community to explain the steps and how they work online, it became obvious to me that we needed a user guide.

The website is full of contextual prompts, but many of our potential clients do not fall in the “tech-savvy” category, and therefore are very intimidated by a process that is so heavily web-based. I think of this audience as “nervous web users”—those who may successfully email and web surf, but panic when an ad pops up or a video auto-plays. The nervous web user needs some hand-holding when they do something new online.

When building the user guide, I went back to the user map and separated each main step into a chapter. Each main task became a heading appearing chronologically, and every task has a corresponding screenshot with added arrows, circles, and dummy information so users know exactly where everything is on the site, what it does, and when to use it.

Creating a dummy account was doubly useful. Not only did it serve as an effective example of what sort of information goes where in the site, but it also forced me to perform a cognitive walkthrough of all the features of the site and highlight the tasks that might go wrong. What happens if I mistype an email address? What happens if someone forwards the questionnaire invitation to another address? What if the community account needs to be switched to another user and how do they pick up where the other left off?

Because the website is implementing new features in phases, the user guide is not a static document. The most current “official” version is updated online, and the team must be notified when significantly new versions are made available. Each version of the user guide has the publishing date marked clearly on the front, features a “who to contact” page with all the administrators and partners associated with the project, and references the online download link in multiple places. If users suspect they have an outdated version, they can easily download a fresh copy.
This project is constantly improving and expanding, so it’s important to think about what we’re producing from an angle of sustainability. This is a long-term project, so we must be vigilant in establishing a maintenance routine to ensure that features continue to function and documentation reflects that function even five and ten years down the road.

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Victoria Meldrum

Victoria is a 2017 graduate of EMDD. She currently lives in Muncie working at Ball State as the manager of Publications and Web Services for the Center for Business and Economic Research.

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