Abstract Mazes
︎User interactive piece
︎Printed edition and generated mazes on screen affected by the user’s gaze
︎Adobe InDesign, print (118.34x9.05cm), Processing sketch, Tobii eye tracker, monitor
![](https://freight.cargo.site/t/original/i/33ac1cacf6d9b76091f81ebfb64091c11c5baacc4cacd6351221e3066f567a2a/OpenStudios.jpg)
![](https://freight.cargo.site/t/original/i/38d5d7c7d81a3f7669c177bf849a904a9c75934694fe2e5e423f3b8a7e28176f/researchBW.png)
![](https://freight.cargo.site/t/original/i/4f0a0f1d8ed3d8eeffd90407d9a74cfd46fde5485cfcd4a61ecab8036af3da46/TestGIF.gif)
![](https://freight.cargo.site/t/original/i/8bbeaa3d6b6bd5b2063476e293d6cd38027bc0422878aaf5c51195849f9bae1f/eyesTracked.png)
Inspired by earlier video games like Adventure, I was interested in imagining space in an object.
This object would be treated as a body of information: any narrative could be projected onto it and the viewer would have complete agency in their exploration.
After researching Open Processing and 10 print, I coded some mazes of my own, changed their randomness to make them more abstract. From these mazes, I designed an edition which could be read in a non-linear way, expand, and condense. It embodied my research around non-linearity, space and object.
After obtaining feedback from user testing, I wrote a Processing sketch using the eye tracker.
The final piece is an ever-changing understanding of non-linear narrative potentials of a space (here, a complex network of paths).
February 2020