Category Archives: response

An Addition to Nakamura (Reading Discussion 2 Response)

As I was not in class and thus do not feel that I can comment on the actual discussion, I will take this blog post to go a bit more in-depth with my group’s reading, Lisa Nakamura’s Ingenious Circuits.

In an attempt to understand further things that occurred surrounding the Fairchild plant on the Navajo Shiprock Reservation, I went to the internet and looked at images, twitter posts, and YouTube videos, along with articles. I was even more surprised, though, given how expansive the internet can be, that there were not many resources on this subject.

When I typed in “Navajo weavers Fairchild,” almost all of the first page was a link to Nakamura’s article. On YouTube, I only could find videos on how Navajo women weave and one TEDx video titled “What it means to be a Navajo Woman.”

One Twitter user, Kyle McDonald, tweeted, “how did I not know this story about Navajo weavers providing the backbone for Fairchild semiconductor in the 60s and 70s?” I am not particularly surprised at the fact that nobody seems to know, as there are very few sources of information for the history itself. Lisa Nakamura appears to be one of the only easily findable people talking about this to a broader audience.

The most helpful image I found on Google Images was an image found initially from Kyle McDonald ’s tweet. The picture was from what I assume to either be an art museum or a book of art that featured a piece by Navajo weaver Marilou Schultz titled “Replica of a Chip.” The work was a woven in 1994 and featured the design of a computer chip; she also had previously been commissioned by Intel to create a circuit board weaving years earlier. If I am reading the text on this image correctly, however, Schultz was unaware of the ties to Fairchild’s history of using Navajo women to produce circuit boards in the decade between 1965 and 1975.

Thus, further exploration of this subject has further amplified my previous understanding through this course of how history is told and the differences when different people are telling the story.

Depression Quest

The Depression Quest game was a very interesting experience. Over the course of the last few days , I have tried to play it 6 times to see as many possible outcomes. What I took note of the most is that while choosing the healthiest choices early on does improve parts of the narrative it does not necessarily lead to a satisfying, positive ending.  This is perhaps my biggest critique of the game because it is often told to those with mental illnesses that early intervention will lead to a better outcome. I think this message could still be achieved in Depression Quest if the writer of this narrative decided to use the epilogue not as a final state but rather as a continuous work in progress with much prospect that this character, in time, will achieve a healthy life.

Like most have said, this story utilizes the Twine format in a very informative way with a very clear message. I particularly really liked the embedded pictures throughout the narrative. This activity really highlights the need to get technology in the hands of many different people. This would be a really great activity (along with some other supplemented material) to teach high school-aged kids about emotional health and its importance in our lives and the ways the computer science field is not regulated to intense data analytics or strictly “coding”.

Depression Quest

I think everyone including myself had some moments in their life when they felt depressed without many reasons and act pessimistic. On this Depression Quest, I kept choosing the options that I have done when I felt depressed before. It could have been boring since it was a pretty long story, and the repertoire was repeating a lot. But at the same time, I was pulled into it, because it was me who was actually making choices, not just reading what the character was doing. I had more opportunities to think more about the situation and how would the character feels like. This was similar to an interactive film Black Mirror: Bandersnatch that came out in 2018.

Moreover, some words were highlighted in the passages and I could find more details about them before I read any further. For example, when Alex was first introduced, I clicked it and I could see what personality characteristics she has, what kind of job she is working on, and how she met the main character. This format of reading allowed me to concentrate on the things that I want to know about and did not interrupt the flow of reading by not giving redundant information in the main passages.

As the story continued, it was interesting that some of the choices that I could make were blocked. Maybe it is because the decisions I made earlier affected the later choices. However, sometimes I wanted to choose the choice that was blocked, but I couldn’t, so I had to choose the alternative among the rest of the possible choices. Particularly in the story that deals about human emotion, it varies a lot as time goes, depending on the different situation, so it might have been better if I was allowed for all the options.

Depression Quest

Before clicking continue on the story, I had a couple misconceptions of what the purpose of this website was. In our society, depression is a difficult topic to cover since advocates of mental health need to cover how serious the topic is without reflecting it in a negative light or else no one will seek help. In the other hand, if depression therapy is presented to students in a funny and encouraging tone, then the students will lack the motivation to participate in something that may not actually help them. However, depression quest is the perfect middle-ground to explain how depression works through an interactive story line while still reflecting upon the seriousness of mental health. Although I did not personally deal with depression, I was there at every step of the process for someone who did. During that stage of my life, I never clearly understood how depression impacted every aspect of a person’s life, so I stood as an outsider offering help without realizing what mental health consists of. Since depression quest altered the amount of decisions to take depending on our mental state, I learned how small daily decisions limit the brain’s ability to make seemingly rational decisions. Looking at the overall purpose of depression quest, I realized that it is not about teaching the user about depression; instead, it stood as the perfect interactive platform to dig inside the mind of someone who has depression and the variety wide variety of ways of dealing with it.

Depression Quest

Depression Quest was an excellent example of digital technology being used to spread awareness about a particular issue while destigmatizing it. Being an interactive game, Depression Quest is able to captivate its players more than a mere article. Moreover, this interactive format allows the players to identify with the depressed person and experience life through the eyes of someone suffering with this disease. In this way, I thought Depression Quest was remarkable in that it builds understanding of depression by obliging the players to make everyday decisions within the constraints of a clinically depressed mind. This experience really helps the players to understand the torment that comes everyday living with this disease.
On a more technical level, the use of Twine to create Depression Quest aided my understanding of just how versatile the format is. The story was very well crafted and included many layers but still operated based upon the choice paradigm that we experimented with in class. I found this inspiring, because Depression Quest shows how empowering and expedient a simple digital tool can become when used effectively.
I am sure most of my peers will echo that they tried to choose the healthiest choices possible throughout the game, hopefully leading to the most auspicious outcome. I thought this was another important aspect of Depression Quest. The game does not truly have an ending, merely outcomes that indicate what the protagonist’s future may be. This is important in order to understand the impossibility of ridding oneself definitively of depression, which the developers stress in the epilogue.

Depression Quest

Depression Quest was an engrossing experience that was both challenging mentally as well as a well designed use of the Twine platform. Aside from the dense and immersive narrative elements of the game, the removal of certain options was perhaps the most interesting aspect. In most instances, the options removed would be what I would personally have done if these situations were my life; I instead picked what I felt to be the best, most healthy alternative. These limited options seem to be the purpose of the narrative, though; living with depression doesn’t mean I have the right mentality to make all these decisions, and so I might resort to less healthy behaviors. Some of these decisions were also ones I’ve seen people close to me, including in my own family, have to go through. These moments where full control was limited allowed me to understand how one with depression might feel when facing even basic life decisions.

This narrative displays the scope and power of digital tools; an individual can be briefly submerged in the life of someone else and understand that psyche, developing more empathy in the process. While the ending I achieved in Depression Quest was probably the most positive one, in some cases the outcomes of my selection would be harrowing to experience in real life. The immersive quality of Twine made it so that I was invested in each outcome, making each passage more life-like and experiential; I was the protagonist and each emotion and event was mine. Much of our discussion so far has focused on how computers and their programs are best viewed within the context of their development. Outcomes are solutions to the brainstormed problems, and in this case, the digital choose-you-own adventure format disseminated information that allowed me to have a more-intense of experience conditions that many around me suffer each day.

Discussion 1 Response

In class we discussed how the history of modern computing can be traced back to various technological innovations from thinkers like Leibniz, Babbage, Lovelace.  We can also complicate that narrative to include the histories of women in computing as well as the manifold of applications and innovations from various fields and disciplines.

If the history about the origins of computing can be deconstructed, problematized, and challenged, so too can the contemporary discourse about tech and progress. In the modern age, technology is said to connect us to friends and thus create a “global community.” While innovations like the world wide web have made many aspects of our lives better, we also seem to be in an identity crisis of what the future of the internet will be.

Consider for example three tech giants Google, Amazon, and Facebook. Although it began as a search engine google’s revenue stream comes from selling direct advertising space. What does it mean for search engines to privilege content based on who can pay the most? Amazon began as a platform for buying and selling books, but is now a trillion dollar company that makes the majority of its money by selling server space and has well documented cases of abusing its workers. Facebook began as a tool to connect college students and, like google, has monetized its platform by selling direct advertisements and sold advertisements designed to influence the outcome of a presidential election.

In other words, our discussions about modern technology should also include the difficult problems that come with “Progress.”

Observations Regarding the Storyteller (Discussion Reflection 1)

Given that my group’s reading focused heavily on the people responsible for creating some of the first computing machines, such as Leibniz’s step reckoner or Babbage’s difference engine, and the actual logic behind how these machines work, I went into class assuming that that was going to be the main discussion topic. Hearing from the other groups about their readings encouraged me to begin to contemplate how the O’Regan reading was written to influence our more machine-centric views of it.

For example, I read about Lady Ada Lovelace in another book, The Innovators, by Walter Isaacson, and I recall reading a lot more about her personal life and the actual details surrounding her involvement with Babbage’s work. Because the book’s purpose was not so much to talk about the actual analytic engine, for example, it focused more on one of the humans involved in it, Ada Lovelace. However, in O’Regan’s work, while the humans behind the actual machines were discussed, they were done so in a secondary way. This fact is made even more evident by the way in which the section headings are divided. When I looked back at the titles of O’Regan’s sub-chapters, I noticed that the headings focused on the actual technology.  Thus, even when discussing the same topics or even people, there is going to be a difference depending on who is telling the story.

I randomly found myself contemplating how history will be told in the future, given the technological advancements that have occurred for us to provide a more globalized telling of history. I am assuming that all of the information that is being put online, for example, may have a longer-lasting shelf-life than, papyrus documents, for example, which we spoke of during the first week of class. Will this mean that history in the future will be focused on more perspectives in general?

The humanness of computing (discussion reflection 1)

In our discussion on Monday, we talked about the humanness of computing. The first computers were humans who were able to perform complex calculations. Once we developed machines called computers, they remained an output of human developments, closely tailored to the needs of individual industries like business and the science. We often view technological developments as something that will drastically alter our way of life, revolutions that will change how we relate to each other and the world in an instant. Instead of remembering that humans developed them, we view technologies as independently imposing themselves upon society. As Mahoney puts it, “there is society strolling along, minding its own business, and, wham!, it gets impacted and is left reeling by a revolutionary technology, which changes everything overnight or in some similarly short time” (121). He proposes that history is actually much slower than instantaneous breakthroughs and dramatic effects. This is true; everything cannot change in an instant. However, the slowly building computing developments do still have drastic impacts on the way we live. The world may not have changed much the day the first iPhone was released, but my life is significantly different than it would have been 10 years ago due to my owning one. How does the speed of adoption of new technologies impact how they change our lives? Does the slow build of increasingly advanced technology mean that it becomes gradually irreversibly built into our lives rather than becoming a fad, briefly impacting our lives before fading away? Regardless of the pace at which we adopt new technologies, they will always be the result of human innovation.