Launch The Drama Machine

Prepare yourself  for THE DRAMA MACHINE.  This is an interactive application that randomly combines the variables that we deal with in production: Script, Director’s Concept, Venue, Budget, and Time. It churns out the circumstances for a hypothetical production with gaudy special effects and noises. Have students come up to the machine, one at a time, and generate a new set of circumstances.    This turns your class into a game show for the day, and inspires extraordinary discussion about how designing is always problem solving. This works beautifully on a Smart Board or just on a screen in the classroom.  Students come up to the machine in turns and create a new set of circumstances or they call for the next button in turn.   Embarrassing goggles or eye-ware are especially helpful for anyone operating the machine.    This machine makes some great noises, so TURN UP YOUR SOUND!   😉 If you do not have a smart board, you can still use this.

  • It could be used with a projector or other type of screen.  I would suggest coming up with some way to make a big deal out of pushing the next button each time.   Maybe a drum-roll.
  • Students can operate this on their own, either in class, or as an assignment.
  • Students can operate this on their own devices in groups.
  • I have a former student who uses this in the classroom to generate design paper assignments.  Students run the machine in class and are then required to write a design concept statement based on the results.

Instructions

  1. Wait until the page has full loaded,  You should hear a cacophony of machine noises.   I totally recommend that you turn your sound up a bit.
  2. Press the giant green START button.  You will see the machine ripple into life.
  3. Begin at the top of the page, top-right.  “The basic story is …” Press the button with the image of a storybook.  You will receive a randomly selected plot premise.   Be sure that everyone present is familiar with the basic story displayed.
  4. Wait for each premise to fully load after you press the buttons.
  5. Work your way down the buttons, one at a time, slowly.   Discuss the situation with each new piece of information.
  6. Finally, for the last button, the hypothetical Director has chosen a piece of artwork on which to base the visuals for the production.  Savor the moment before you reveal this image.
  7. After you click “SHOW ME,” discuss how you will manage this show visually, given the information provided.
  8. When you feel that the class is satisfied and is ready to move on, press “RESET.”  Run the machine again.

This turns your class into a game show for the day, and inspires extraordinary discussion about how designing is always problem solving.   This also works extremely well for brainstorming playwriting.