<img src="duck_footprints.png" width="500"> (set: $H to 1) (set: $E to 2) (set: $R to 0) CAN A DUCK LIVE HERE? Owen arts center is an interface made for people. You are not people. You are a duck. Goal: find enough water, rest, and cover to survive the building's behavior H:$H E:$E R:$R (link: "ENTER")[(goto: "Threshold_Entry")] (link: "VIEW MAP")[(goto: "Map_Popup")] <img src="/01_entry_door.jpg" width="300"> <img src="door_loop.gif" width="300"> H:$H E:$E R:$R The door opens the way it always opens: for someone else. Cold air rolls out like a warning. The floor is too smooth. The ceiling is too high. A building is not a pond. But systems leak. Somewhere inside: water. Somewhere else inside: people with opinions. Waddle time. (link: "Waddle inside")[(set: $E to $E - 1)(goto: "Lobby_Orientation")] <img src="/02_signage.jpg" width="300"> <img src="/03_sightline.jpg" width="300"> H:$H E:$E R:$R Signage speaks in arrows and room numbers, like language is enough to keep you safe. From here you can see everything. That means everything can see you. From here, I can go toward bright open space (high visibility) or the quiet corridor (low visibility, higher creep factor). (link: "Go toward the open gallery light")[(set: $R to $R + 1)(goto: "Gallery_Public")] (link: "Follow the quieter corridor")[(goto: "Hallway_Circulation")] <img src="/04_gallery_wide.jpg" width="300"> <img src="light_flicker.gif" width="300"> H:$H E:$E R:$R This room is designed to hold attention. Unfortunately for you, you're are also attention. A duck in a gallery becomes it's own art exhibit. I can either hide like a shy masterpiece or investigate the shiny reflective glass for… moisture? fame? (link: "Hide behind a bench/pedestal base")[(set: $E to $E - 1)(set: $R to $R - 1)(goto: "Hallway_Circulation")] (link: "Approach the reflective glass and hunt for water")[(set: $R to $R + 1)(goto: "MicroHabitat_Find")] <img src="/05_hallway_long.jpg" width="300"> <img src="/06_camera_fixture.jpg" width="300"> H:$H E:$E R:$R A corridor is a rule. It means keep moving. So many rules. The walls are lined with doors. Some have handles, some have keypads. You're not supposed to know what's behind the doors. The building guides inhabitants the way it guides air, with rules and predetermined routes. I need vertical movement. Stairs (hard, quieter) or elevator (easy, watched). (link: "Take the stairs (quiet, tiring)")[(set: $E to $E - 1)(set: $R to $R - 1)(goto: "Stairs_Vertical")] (link: "Take the elevator (easy, watched)")[(set: $R to $R + 2)(goto: "Elevator_Vertical")] <img src="/07_stairs.jpg" width="300"> <img src="security_scan.gif" width="300"> H:$H E:$E R:$R Stairs are a human invention that assumes knees and patience. Each landing is a pause the building allows, not a rest it offers. Up feels warmer. Also more forbidden. That’s a classic duck dilemma. (link: "Keep climbing toward warmer air")[(set: $E to $E - 1)(goto: "Maintenance_Edge")] (link: "Turn back toward the gallery noise")[(set: $R to $R + 1)(goto: "Gallery_Public")] <img src="/08_elevator_panel.jpg" width="300"> <img src="elevator_indicator.gif" width="300"> H:$H E:$E R:$R The elevator is a small room that records your presence by responding to it. Buttons blink. A camera pretends it’s not a camera. Going up might lead to quiet (good) or to someone with a walkie-talkie (bad). (link: "Ride up to a quieter level")[(set: $R to $R + 1)(goto: "Maintenance_Edge")] (link: "Exit quickly before anyone notices")[(set: $R to $R - 1)(goto: "Hallway_Circulation")] <img src="/09_keycard.jpg" width="300"> <img src="/10_security_detail.jpg" width="300"> H:$H E:$E R:$R You’ve found the edge of permission. A keycard reader, a taped notice, a door that assumes you will obey. But you can hear water somewhere: a drip, a hum, a mechanical throat clearing. (link: "Slip through while the latch is loose")[(set: $R to $R + 1)(goto: "MicroHabitat_Find")] (link: "Retreat before the building reports me")[(set: $R to $R - 2)(set: $E to $E - 1)(goto: "Hallway_Circulation")] <img src="/11_microhabitat_1.jpg" width="300"> <img src="/12_microhabitat_2.jpg" width="300"> H:$H E:$E R:$R Not a pond..something smaller. Condensation on a vent. A sink with a slow leak. A plant tray holding yesterday’s watering. The building didn’t mean to make habitat. It did anyway. (if: $H < 2)[(set: $H to $H + 2)] (if: $E < 2)[(set: $E to $E + 1)] (set: $R to $R + 1) H:$H E:$E R:$R (link: "Try to leave with what I found")[(goto: "Exit_Outcome")] <img src="/13_exit_sign.jpg" width="300"> <img src="/14_exit_door.jpg" width="300"> H:$H E:$E R:$R (if: $H >= 2 and $E >= 1 and $R <= 2)[ SURVIVES (somehow) The building never welcomed me. It simply failed to exclude me completely. I exit with water on my beak, dust on my feet, and a strong opinion about fluorescent lighting. ] (else-if: $R >= 3)[ CONTAINED (the system wins) A door closes. A hallway extends. Somebody says, “Whose duck is that?” I am politely rerouted until I am no longer a problem. I become a cautionary tale. ] (else:)[ BARELY / AMBIGUOUS Could a duck survive here? Briefly—by living in the building’s mistakes. But a habitat that depends on accidents is not stability. It’s suspense. ] (link: "Play again")[(goto: "Title_Screen")] <img src="map_concept.png" width="300"> DUCK MAP (conceptual) Public (green): Lobby, Gallery Transitional (yellow): Hallway, Stairs, Elevator Restricted edge (red): Maintenance Habitat (blue): MicroHabitat Outcome (pink): Exit (link: "BACK")[(goto: "Title_Screen")]