User:C3/XPUB2/Project proposal 4: Difference between revisions

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<pre>7. Relation to a larger context</pre>
<pre>7. Relation to a larger context</pre>
I see my project correlated to different works. '''Wizard zines''', (<nowiki>https://wizardzines.com/comics/</nowiki>) a project by Julia Evans that consists in informative zines and cheatsheet about computation, inclusive of opinionated comic illustrations that bring humor and frustruation around the use of tech tools to the foreground.
I see my project correlated to different works.
 
'''Wizard zines''', (<nowiki>https://wizardzines.com/comics/</nowiki>) a project by Julia Evans that consists in informative zines and cheatsheet about computation, inclusive of opinionated comic illustrations that bring humor and frustruation around the use of tech tools to the foreground.
 




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www.youtube.com/watch?v=PSmgNgsW3io&list=FLFfn5i7L9QXytVlz6XFlz8w&index=3) a video essay that unpacks the topic of talent and learning processes starting from the situated context of his upbringing into his family.
www.youtube.com/watch?v=PSmgNgsW3io&list=FLFfn5i7L9QXytVlz6XFlz8w&index=3) a video essay that unpacks the topic of talent and learning processes starting from the situated context of his upbringing into his family.


'''Speedrunning''' (<nowiki>https://wikispeedruns.com/</nowiki>) a videogame practice that revolves around discovering and performing tactics and glitches that allow to jump entire sections of a videogame, breaking the overall programmed linear structure of the software (ex. by accomplishing actions or reaching some goals before the time they are supposed to happen) with the goal of completing a game as fast as possible.


Even if the overall purpose is competition, I consider this as a community practice, as various groups of people gather around sharing methods for others to see and replicate, which causes new methods and tactics to form by other, that then get, again, shared and reproduced in a repeating cycle. 


'''Speedrunning''' (<nowiki>https://wikispeedruns.com/</nowiki>) a videogame practice that revolves around
Imre (current XPUB2) held a workshop called '''"Creations Relations"''' during class where we all explored the relationship between creation (object, etc.) and creator, by writing letters from the point of view of either these two figures. This activity was very compelling and inspirational to lean more towards social activities with physical objects.
 
 
If you can cheat at something it means that there are some rules in place, and that there
 
is a "proper" preferred way to do something. By cheating at those rules you can show
 
that alternatives exist.
 
This reminds me of the online speedrunning community, various groups of people that
 
gather around ways of completing a game as fast as possible.
 
This is made possible by discovering and sharing tactics and glitches that allow to jump
 
around entire sections of a videogame (or skipping them entirely), breaking the overall
 
programmed linearity/order/structure of the software (ex. by accomplishing some
 
actions before the time they are supposed to happen).
 
Generally speaking this is a form of competition, ultimately people aim to break or keep
 
their own records, but what I find interesting is that this process revolves around
 
cheating and sharing cheats(methods) for others to see and replicate.
 
User:Imre/Creation Relations Workshop
 
Imre (current XPUB2) had a workshop during the prototyping sessions where we all
 
explored the relationship between creation (object, etc.) and creator by writing letters
 
from the point of view of either these two figures, I have to say that it was very
 
compelling and inspirational to lean more towards social activities with physical objects.
  8. References/bibliography
  8. References/bibliography
Ampatzidou, C. ''et al''., (2020), Here and Now? Explorations in Urgent Publishing, Amsterdam, Institute of
Ampatzidou, C. ''et al''., (2020), Here and Now? Explorations in Urgent Publishing, Amsterdam, Institute of

Revision as of 18:20, 20 November 2025

1. What do you want to make?

My project will use the form of the cheatsheet as a vector to explore amateur learning methods and processes trough annotation. This will consist in a series of cheatsheets that I will make, a series of workshops that make use of my cheatsheets, and a series of activities that will revolve around cheatsheet making (trough group annotation). My final goal in making cheatsheet is not just to distribute mine, but to also suggest cheatsheet-making as a way to annotate "unofficial" methods and tactics that deal with learning. ... continue


2. How do you plan to make it?

▪ In the beginning I plan to select some of the notes that I took last year and make them into a cheatsheet format.

▪ Afterwards, I will start to distribute them around the 1st and 2nd years (as most of them come from the situated context of our course).

▪ I will start using the cheatsheets that I made as a part of some workshops.

▪ As I would like to appeal to a broader audience outside of the course, I will try to open the activities up and organize them outside of the school.

▪ Based on the success/failures and observations gathered from the previous points, adjust the overall trajectory of my project.

3. What is your timetable?

Nov/Dec:

▪ process some of my notes into prototype cheatsheets examples that I want to share

(wiki lurking, lost in the terminal...)

▪ interview people around what is a cheatsheet for them and what is their view at

cheating. I generally use and like technical cheatsheets, but I think they are a broad

format that can be applied to many things.

My aim is to explore more the format rather than focusing on a specific content that I am

used to see.

Dec:

▪ prototype and try out at least two activities with both XPUB2 and XPUB1, start looking

for other spaces to hold some tryouts with non-xpub people too. (Varia, Klankschool

maybe)

Jan/Feb:

Two activites or more involving a place outside of XPUB

Feb/March:

▪ If people decide they want to leave me or share with me some of the cheatsheet made, I

would like to start thinking of a way these could be published and a way to navigate

across them. (online? physical? both?)

5. Who can help you and how?

▪ Pippin Barr

An experimental game maker who expands the use of code documentation for his projects including journaling and sketching. I see a potential affinity with his expanded approach of documentation in relation to my approach of transforming notes into cheatsheets.

▪ Aymeric Mansoux

Discussion about FreLibreOpenSouceSoftware and the barriers that surrounds it and a discussion of the element of play not as a gamification element but as a door to exploration.

▪ Prototyping tutors

With their experience in teaching tech skills and tech knowledge in general

7. Relation to a larger context

I see my project correlated to different works.

Wizard zines, (https://wizardzines.com/comics/) a project by Julia Evans that consists in informative zines and cheatsheet about computation, inclusive of opinionated comic illustrations that bring humor and frustruation around the use of tech tools to the foreground.


howspot (https://howspot.ungual.digital/) by Doriane Timmermans (https://ungual.digital/), a series of situated pedagogic moments organized to share knowledge about everyday technology aimed at a broader audience, exploring the participant's experiences with daily technology.


"The Skill Issue, or: How I Learned I Could Learn, and So Can You!" (https://

www.youtube.com/watch?v=PSmgNgsW3io&list=FLFfn5i7L9QXytVlz6XFlz8w&index=3) a video essay that unpacks the topic of talent and learning processes starting from the situated context of his upbringing into his family.

Speedrunning (https://wikispeedruns.com/) a videogame practice that revolves around discovering and performing tactics and glitches that allow to jump entire sections of a videogame, breaking the overall programmed linear structure of the software (ex. by accomplishing actions or reaching some goals before the time they are supposed to happen) with the goal of completing a game as fast as possible.

Even if the overall purpose is competition, I consider this as a community practice, as various groups of people gather around sharing methods for others to see and replicate, which causes new methods and tactics to form by other, that then get, again, shared and reproduced in a repeating cycle.

Imre (current XPUB2) held a workshop called "Creations Relations" during class where we all explored the relationship between creation (object, etc.) and creator, by writing letters from the point of view of either these two figures. This activity was very compelling and inspirational to lean more towards social activities with physical objects.

8. References/bibliography

Ampatzidou, C. et al., (2020), Here and Now? Explorations in Urgent Publishing, Amsterdam, Institute of

Network Cultures



Office of Strategic Services, (1944), Simple Sabotage Field Manual, Washington D.C.

Advice well taken, Dasha Ilina (https://networkcultures.org/geert/2023/11/29/smart-phon

e-mythologies-on-dasha-ilinas-advice-well-taken/)