Christian

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Game Design

H.I. (Human Intelligence)

Winter 2024

Interaction, Installation

Yeonhui Arts Theater, Seoul

123.19cm x 96.52cm x 52.07cm

(Click the game screen to enable sound!)

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The vision for this project began with my fascination with game design as an art medium. It was presented as an interactive installation that addresses the basic foundation of UX design and the possible direction of AI.

By using only a CRT monitor, three key keyboard, and dated furniture, this project reflects on the core elements that create meaningful user experiences, emphasizing how effective UX design is not soley due to its affordances and semiotics, but through its ability to strike emotional impact.

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The program has players go through a series of games that assess their human intelligence. Throughout the gameplay, the AI will occasionally provide words of wisdom to encourage the player.

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With a rather brazen personality, the AI teaches users the importance of taking things slowly in order to think outside the box.

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This game features two possible endings. Throughout the experience, the AI subtly leaves clues that guide users how to beat the game.

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*Spoilers Ahead*

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When a user approaches my installation, they are greeted with an old CRT monitor that displays “HI” sat on top of an old wooden desk and chair. As the layout suggests, the user is encouraged to take a seat and then sees a keyboard with only three keys signifying how to interact with the piece.

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The player must then select a language. As the instructions say, the left and right keys are for selecting, whereas the black, middle key is to select or advance. This mechanic lives on throughout the game, as to never forsake the user’s trust.

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Once the player selects their preferred language, they are instructed to read an arduous chunk of text that explains the rules of the game.

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After the AI briefly mocks the user’s reading abilities, it introduces itself and its purpose of diagnosing the intellect of the human through a series of trials.

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While the first trial appears to test the players reflexes, it’s actually meant to emphasize the effectiveness of taking things slowly.

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Traditional games such as Super Mario have the right button input move the avatar towards the right which often signifies progression in most platformers. However in this game, to walk forward the player must hold the left key. The message here is to walk against the crowd and be unique.

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The composition and sound effects suggest that the characters in orange uniform are clones while the individual player is blue. If you look closely, it appears some of the clones walk through each other making it difficult to distinguish them.

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The final trial takes on the perspective of a Falcon. The player is asked to fly rightwards towards the prey by holding down the key on the right.

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This trial emphasizes the difference between being an animal or human.

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The player is then introduced to the human. The AI doesn’t give any direct instruction, but I found that most players opt for the hamburger that is in immediate plain sight.

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If players move towards the right to eat the hamburger, the AI mentions that the player has gained weight.

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The bad ending is then triggered.

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But if players noticed clues throughout the experience, they may be inclined to think outside the box and walk towards the left.

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Once the player collides with the wall, the stage reveals a stack of books and triggers the good ending. Notice that the player changes from orange like the clones to blue.

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