Sunday 5 April 2009

WHY DON'T WE PLAY?

If we make a quick summary of our idea we could say that our main purposes where:
- Passing knowledge about food
- Making people aware of the senses experience when they eat (make them renew the experiential relationship with food)
- Link this experience with an emotion (emotions raw food materials give)

Our idea developed in different possibilities:
- BOX: Self explanatory product which would include the raw materials, info and graphic part.
Problem: we can't sell food (license problems)
- FOOD COMPANY partnership: (Innocent drinks, Green and Black). They will supply the raw material. Could be developed into a cookie or a drop.
Problem: we should loose some of our identity and transform the idea depending on the nature of the food supplier.
- EVENT: Not enough for such a powerful idea. We need something long lasting and not so superficial.
Problem: With the different sponsorships, it will look like a food trade.
- RESTAURANT partnership: it could have been an experiential course, an EvocativeFoods menu, pilot session.
Problem: Identity's lost again and not the right place to be really innovative.

WHY DON'T WE PLAY?

We want a product that combines our main purposes:
- Passing knowledge about food
- Make people renew a more experiential relationship with food

Why don't we build an educative and funny experience?
Definition of game: It is a structured activity, usually undertaken for enjoyment and sometimes used as an educational tool...they often involve mental and physical stimulation or often both. ..some games perform and educational, stimulational and psychological role.


Don't you think the wheel and its "cheeses" could look like the box idea?
Different colors for different emotions questions and the player that answers the questions best is the one who starts experiencing the food properties.

People would buy the game and it will bring a food list with basic things they have to buy to start the game so we won't have the food supply problem and we can start talking to game companies to see if they find the project interesting.


MarĂ­a Llanos

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