Analysis of guide
I would use a computer game as my “quilting” guide.
Why this form? What are its features (stylistic, experiential)
First of all, I am adept at making computer game. It is a combination of multiple media which has audibility, visuality and interactivity. By playing a game, we can have a deeper immersive experience. I believe it is a good method to transmit different ideas and it also a good way to narrate stories.
How is this form typically used, and what do you plan to subvert/imitate/utilize?
Player are able to control a female character in this game. They need to collect leftover materials and quilt a pattern in the end. And the key theme I want to present in this game relates to the power of female and the courage of breaking gender discrimination in Chinese handcraft heritage’s convention.
What would change if you tried a different form? What critical lens does the form you’re applying emphasize?
If I tried a different form, people may have less immersive experience as in a game, people can dive into a world that they will address themselves to the protagonist position. This will be easier for people to generate sympathy. The critical lens that the form I am applying emphasize on the gender discrimination in the Chinese heritage of craftsmanship.
Is there a metaphor well-suited to your form (i.e. cooking with code)?Or, are there other metaphors you might employ?
Visual metaphor is well-suited to my form. For example, I can use black colours, a lock and prison to represent the restraint of tradition on women. Red, bright colours, key and sunshine can represent the freedom for women to learn traditional crafts.