diff --git a/docs/assignments/week02.md b/docs/assignments/week02.md
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--- a/docs/assignments/week02.md
+++ b/docs/assignments/week02.md
@@ -15,7 +15,13 @@ For this weeks' assignment, I've done the research and practice work without sep
 	* by reducing the amount of faces and vertices of the mesh
 4. Translating the design into flat pieces using *Slicer*
 5. Cut the designs using a *laser cutter* and assembled a paper model.
- 
+
+**About my model the rolemodel**<br>
+I decided quite quickly who I wanted to be the model for my mannequin.  Alex is a super bright and wonderful person and friend, and also the mother of an amazing 8-year old boy. I've known her for almost a decade and we've worked and talked a lot on topics relating to the body, gender, politics. I would love to dedicate this assignment to her and hope I won't disappoint.
+
+The way I've come to know her: she will only wear one label: that of *feminist killjoy* and she wears it with pride. I learn from her every day. She is able to create a welcoming space for everyone without making herself smaller for anyone, and I love that about her. That is why I want to model a torso based on her 3D scan that is fully lifesize, and not a mm smaller. 
+
+I would like to capture what I perceive to be the essence of my friend, how she stands, how she carries her body, the volume of it, its strength as a whole, without necessarily replicating her exactly. 
 
 ## Part 1: Research - Are digital bodies standardized bodies?
 
@@ -50,23 +56,23 @@ In her book *Invisible Women: Exposing Data Bias in a World Designed for Men*, t
 ## Experiment 1: MakeHuman - an interface critique
 Sexualized and racialized bodily stereotypes still abound and not only in fashion and product design. The world of technology and software development echoes many of the stale ideas around the female bodies, able bodies and bodies of color. 
 
-I did not go into history there, but started exploring this week's tools. I figured that asking some critical questions about the imagery in splash screens, and labels and classification systems used to structure and add meaning to interfaces of the software is worth mentioning as part of the research. Interfaces have politics too? I'd say they do, yes! And it's quite interesting to unravel. If you want to try it out: helpful list of prompts and provocations to confront an interface with is listed in [Hangar's Interface Manifesto](https://interfacemanifesto.hangar.org/index.php/Main_Page). I created a powerful fictitious woman figure with MakeHuman, and she proudly wears her women's sports wear crop top, but she isn't amused...
+I did not go into history there, but started exploring this week's tools. I figured that asking some critical questions about the imagery in splash screens, and labels and classification systems used to structure and add meaning to interfaces of the software is worth mentioning as part of the research. Interfaces have politics too? I'd say they do, yes! And it's quite interesting to unravel. If you want to try it out: helpful list of prompts and provocations to confront an interface with is listed in [Hangar's Interface Manifesto](https://interfacemanifesto.hangar.org/index.php/Main_Page). I created a powerful fictitious woman figure named *MakeHumanAngry* with MakeHuman, and she proudly wears her women's sports wear crop top, but she isn't amused...
 
 ![](https://media.giphy.com/media/mBSb5MaP46sxtkdACO/giphy.gif)
 
 *GIF by Loes Bogers via GIPHY, using screenshots of MakeHuman software*
 
 **Imaginaries of the virtual** <br>
-The splash screen of the *MakeHuman* software is a typical "virtual" fantasy of three fit and slender human figures, bodies that I would associate with my own 14-year old body. They are in an embrace where the arms of the left and right figure covers that of the middle one's breasts, who is facing the camera. They/she doesn't have primary sex organs however. Which aligns with the fact that after the splash screen, a trigger warning appears: be cautious as you might see bodies. And they might be..... NUDE! We would not want to offend anyone with unsollicited anatomical truthfulness. A correctness that the interface doesn't care so much about effectively as you will later have the option to blow up your avatars genitals as big as your fantasy requires. 
+The splash screen of the *MakeHuman* software is a typical "virtual" fantasy of three fit and slender human figures, bodies that I would associate with my own 14-year old body. They are in an embrace where the arms of the left and right figure covers that of the middle one's breasts, who is facing the camera. They/she do(es)n't have any primary sex organs however. Which aligns with the fact that after the splash screen, a trigger warning appears: be cautious as you might see bodies. And they might be..... NUDE! We would not want to offend anyone with unsollicited anatomical truthfulness. A correctness that the interface doesn't care so much about effectively as you will later have the option to blow up your avatars genitals as big as your fantasy requires. 
 
 **Blumenbach's racial classification system, still here today**<br>
-The interface also uses biological theorist Johann Friedrich Blumenbach's outdated and very problematic racial classification system from the 18th century. It's the one with categories like like "caucasian", and also the one underpinning the later pseudoscience *eugenics*. **News flash**: they're not real. They signify nothing besides an imagined superiority of Western European/American white folks: it's a construct created to divide. As an interface design alternative, one might just observe and describe the features themselves, rather than grouping them according to a system that perpetuates pejorative racial stereotypes. Find out more about it in this nice article: [Why Do We Keep Using the Word "Caucasian?" by Jolanda Moses](https://www.sapiens.org/column/race/caucasian-terminology-origin/)
+The interface also uses biological theorist Johann Friedrich Blumenbach's outdated and very problematic racial classification system from the 18th century. It's the one with categories like like "caucasian", and also the one underpinning the later pseudoscience *eugenics*. **News flash**: they're not real. They signify nothing besides an imagined superiority of Western European/American white folks: it's a construct created to divide. As an interface design alternative, one might just observe and describe the features themselves, rather than grouping them according to a system that perpetuates racial stereotypes. Find out more about it in this nice article: [Why Do We Keep Using the Word "Caucasian?" by Jolanda Moses](https://www.sapiens.org/column/race/caucasian-terminology-origin/)
 
 **Your weight/body fat/breast size might be deemed off the charts**<br>
-Each bodily feature can be adjusted with a scale (size of arms, proportions, muscle mass, facial recognition, body fat etc). It's worth considering where these extremes stop. There's a limit to how fat or skinny you may be apparently, even in 3D virtual world. 
+Each bodily feature can be adjusted with a scale (size of arms, proportions, muscle mass, facial recognition, body fat etc). It's worth considering where these extremes stop. There's a limit to how fat or skinny a body may be apparently, even in 3D virtual world. 
 
 **Gender stereotypes in avatar's outfits**<br>
-Yup, they're there too. Go pick "women's sports outfit" and your avatar will be sporting a cropped top as leisure wear. Then look at the men's ones. 
+Yup, they're there too. Go pick "women's sports outfit" and your avatar will be sporting the cropped top (a top that leaves the stomach bare) you see on the avatar below. Then go and look at the men's ones. 
 
 Download *MakeHumanAngry* (made with MakeHuman) here:
 
@@ -100,7 +106,10 @@ Fortunately things like the file can still be repaired. A far cry from healing f
 What is kind of nice I think, is that it requires you to grab the handlebars next to your hips. I think it's a nice and strong position to take, not taking any notice of the kind of desirable positioning a male gaze might require, lol. This position also suits the personality and body language of my model quite well. 
 
 **Repairing the 3D file**
-I repaired my file using the [Netfabb Service](https://service.netfabb.com/service.php) where you can upload your .obj or .stl and it tracks down naked edges and messy meshes and repairs them so you can print your 3D file nicely if you wanted to. 
+I repaired my file using the [Netfabb Service](https://service.netfabb.com/service.php) where you can upload your .obj or .stl and it tracks down naked edges and messy meshes and repairs them so you can print your 3D file nicely if you wanted to. And we're ready to go! My model is ready to be boxed in: 
+
+![Screenshot of the 3D scan](../images/wk02_scanalex.jpg)<br>
+*A Screenshot of the 3D scan*
 
 
 ## Part 2: Accuracy Beyond Inert Matter
@@ -119,11 +128,11 @@ What these two do quite interestingly is adding the factors of **time** and **sp
 ## Experiment 2: Time and Space in Rhino?
 To try out some of these ideas, I went into Rhino to refamiliarize myself with this lovely toolbox. With which commands do I command my model into shape? Or rather, with which commands do I allow myself to see her anew? 
 
-My model cultivates 1001 angles on herself to create a space for herself, enjoy herself and make her life manageable by lubricating intercultural communication, and (project a suggestion of) meeting the standards of herself, her son, housemates, friends, supervisor(s), neighbours, Danish friends and family, other Danish parents, herself, other English parents, English school staff, and so on. 
+The lovely person who modeled for my model cultivates 1001 angles on herself on a daily basis, to create a space for herself, enjoy herself and make her life manageable by lubricating intercultural communication, and (project a suggestion of) meeting the standards of herself, her son, housemates, friends, supervisor(s), neighbours, Danish friends and family, other Danish parents, herself, other English parents, English school staff, and so on. 
 
 **Outcome: Multimom deserves a statue**
 
-It sounds like this person deserves a statue for this. Here's what she looks like: 
+It sounds like this person deserves a statue for this. Here's what she ended up looking like: 
 
 <div class="sketchfab-embed-wrapper">
     <iframe title="A 3D model" width="400" height="200" src="https://sketchfab.com/models/73dbc0f8f4b8435b9719951812e66f0b/embed?autostart=1&amp;camera=0" frameborder="0" allow="autoplay; fullscreen; vr" mozallowfullscreen="true" webkitallowfullscreen="true"></iframe>
@@ -135,50 +144,51 @@ It sounds like this person deserves a statue for this. Here's what she looks lik
 </p>
 </div>
 
+
 **Manipulating the scan in Rhinoceros**<br>
 
+The process was something as follows. I started by boxing in the body, in order to "chop" off the body parts I imagined not needing (this changed later on). For this I used the *Box* command, combined with *Rotation*, *Move*, *Mirror*, *Scale1D* (for stretching the box longer for example) and some other basics. I use "ortho" or hold shift for most commands, to work in straight lines. It gives me more control. When the model is finally boxed in, I could cut the body parts in the boxes using *MeshBooleanIntersect*. 
 
+![](https://media.giphy.com/media/W6QmYUsvlozy9WAvFI/giphy.gif)<br>
+*GIF by Loes Bogers*
 
-##Part 3: Measurements & Culture
+What you see in the GIF below is part of the process where I thought it would be a good idea to chop the head and arms off. Totally changed my mind on that. It actually takes away a lot of the interesting details in the body language doing that, so I went back to an earlier model :)
 
-Also, the way the body - and how it is captured and measured - is inscribed with culture is not addressed in Marey and Muybridge's work. For that we look elsewhere. 
+I used the *rotation command* to rotate the 3D model with small increments. Keeping the *copy* box ticked allows you to replicate as you go. You can see I tried some different versions. 
 
-**Orlan's MesuRAGEs**<br>
-This artist does amazing work using her body as a material. In this series of art work, the artist measures streets or buildings using her own body physically and literally as a unit of measure: the ORLAN-corps, whilst raging against the male power that is represented in the way big institutions, like museums are built. 
+![](../images/wk02_alexrotate.jpg)
+*Screenshot by Loes Bogers*
 
-<iframe width="560" height="315" src="https://www.youtube.com/embed/3F77c6sk95E" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
+After playing around quite a bit I ended up with this marble-ous torso figure ready to be printed to life and handed out. It's quite interesting how adding a socle or supporting base and rendering in pure white immediatly gives this classical statuesque feel. Maybe it's the regal hairdo, I'm not sure. 
 
-**Lucas Maassen's - Meten is Weten**<br>
-Somewhat related is designer Lucas Maassen's workshop [Meten is Weten](https://educatie.hetnieuweinstituut.nl/workshops/meten-weten) at Nieuwe Instituut in Rotterdam in 2016 (I did not attend!), where he questions measuring systems with kids. A lot of measuring systems are historically based on the body (e.g. the measurement in *feet*), but where do they come from, and whose bodies are they based on? 
+![](../images/wk02_fails_win.jpg)
 
-![](https://educatie.hetnieuweinstituut.nl/sites/default/files/styles/width_1024/public/dsc_3733_2000px.jpg?itok=iw2FckJW)>br?
-*Photo by Petra van Ree*
 
-### Experiment 3: Beyond Accuracy - a *less* Measurable Model
+##Part 3: Cultural Bodies, Cultural Measurements
 
-To allow her to be unruly, I thought to think of a technique that prevent her from being captured with standardized measuring systems with any precision. How could I abstract her in a truthful way, without re-presenting her with the kind of razorblade precision that measure-controls her down to the mm? 
+Also, the way the body - and how it is captured and measured - is inscribed with culture is not addressed in Marey and Muybridge's work. For that we look elsewhere, such as in....
 
+**Virtual Drag by Alison Bennett, Megan Beck & Mark Payne**<br>
+This project is a virtual reality experience featuring 3d scans of drag queens & kings, set in really crazy fantasy environments. We see once again that so much can be queered in the virtual. I would love to finish this week by showcasing all these experiments in an environment created in Unity. For the wishlist.  
 
-**My model is a rolemodel**<br>
-The model for my mannequin, Alex is a super bright and wonderful person and friend, and also the mother of an amazing 8-year old boy. The way I've come to know her: she will only wear one label: that of *feminist killjoy* and she wears it with pride. I learn from her every day. She is able to create a welcoming space for everyone without making herself smaller for anyone, and I love that about her. That is why I want to model a torso based on her 3D scan that is fully lifesize, and not a mm smaller. 
+<iframe width="560" height="315" src="https://www.youtube-nocookie.com/embed/vM9aJl2CrCw?controls=0" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
 
-I would like to capture what I perceive to be the essence of my friend, how she stands, how she carries her body, the volume of it, its strength as a whole, without necessarily replicating her exactly. There's a nice challenge in finding some abstraction without losing all the personality. Another reason is that her scan was made while wearing clothes and suspenders, which adds some details that are hard to recognize and therefor a bit distracting.
-
-**Some inspiration**<br>
-Love the abstracted futuristic models but they're all so skinny! What if the future were fuller? 
-
-INSERT PINTEREST PINS
+**Orlan's MesuRAGEs**<br>
+This artist does amazing work using her body as a material. In this series of art work, the artist measures streets or buildings using her own body physically and literally as a unit of measure: the ORLAN-corps, whilst raging against the male power that is represented in the way big institutions, like museums are built. 
 
-INSERT PICS FROM PRESENTATION
+<iframe width="560" height="315" src="https://www.youtube.com/embed/3F77c6sk95E" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
 
+**Lucas Maassen's - Meten is Weten**<br>
+Somewhat related is designer Lucas Maassen's workshop [Meten is Weten](https://educatie.hetnieuweinstituut.nl/workshops/meten-weten) at Nieuwe Instituut in Rotterdam in 2016 (I did not attend!), where he questions measuring systems with kids. A lot of measuring systems are historically based on the body (e.g. the measurement in *feet*), but where do they come from, and whose bodies are they based on? 
 
-**Material use considerations**<br>
-That said, I'd prefer not to go overboard creating this assignment, as it's unlikely I'll be *using* intensively, so I'll try to reduce the amount of materials required to produce the torso. The material provided by is 4-8 sheets of corrugated cardboard, with dimensions of 1160 X 960 cm and a thickness of 3mm.
+![](https://educatie.hetnieuweinstituut.nl/sites/default/files/styles/width_1024/public/dsc_3733_2000px.jpg?itok=iw2FckJW)<br>
+*Photo by Petra van Ree*
 
-Stacking slices makes for a nice solid mannequin with a lot of detail but easily eats up 10s of cardboard sheets. So you will see I've opted for the folded panels technique using Slicer (see below), and estimated I'd get better results using 300gms colored paper because it allows me to fold the vertices using tongue connections (see below). I got my go-to heavy duty paper: [Florentino 300gms at Van der Linde in Amsterdam](https://www.vanderlindewebshop.com/nl/catalog/papier-karton/gekleurd-papier/van-der-linde-gekleurd-papier-en-karton/florentino-gekleurd-papier-300-grams/g+c+bg+a).
+## Experiment 3: Beyond accuracy, toward material truthfulness- a *less* measurable model
 
+To allow her to be unruly, I thought to think of a technique that prevent her from being captured with standardized measuring systems with any precision. How could I abstract her in a truthful way, without re-presenting her with the kind of razorblade precision that measure-controls her down to the mm? In the time I have left, with the limited skills I have, can I find a way of re-presenting a body by rendering it in a way that is clearly not meant to be realistic or truthful? Render the body in a way that points to its inherent artificiality, and showing the digital material it is made of?
 
-##Abstracting the model in Rhinoceros
+There's a nice challenge in finding some abstraction without losing all the personality. It's also somewhat convenient, because her scan was taken while she was wearing clothes and suspenders, which adds some details that are hard to recognize and therefor a bit distracting. What I ended up creating is a render of my 3D model that magnifies the fact that it is made up of connecting vertices at a resolution that may or may not trick the eye. This is the 3D design I ended the week on: 
 
 <div class="sketchfab-embed-wrapper">
     <iframe title="A 3D model" width="400" height="200" src="https://sketchfab.com/models/da7886cbd431414496b42399dcb04956/embed?autostart=1&amp;camera=0" frameborder="0" allow="autoplay; fullscreen; vr" mozallowfullscreen="true" webkitallowfullscreen="true"></iframe>
@@ -190,41 +200,42 @@ Stacking slices makes for a nice solid mannequin with a lot of detail but easily
 </p>
 </div>
 
+###Design process: abstracting the model in Rhinoceros
+
+So how do I go about reducing this model. I started browsing the *Mesh* menu and indeed found some interesting tools, like *Mesh edit tools* and within that *Reduce mesh*, our winner!
+
+It lets you reduce the amount of polygons in the mesh by specifying an absolute number, or by putting in a percentage. So I played around with it until I found a sweet spot. 
+
+What I realized is that my mesh was huge. I was trying to import it into Sculptris earlier, (I had an idea to "clean" up the scan) but it was way too big. It was originally 29952 faces! That's a lot. For reference: in the overview image, the first gray picture on the left is the model reduced to 80% of the faces (5990 in total) and the loss of detail was hardly visible to the naked eye looking onscreen. Good to know for the future. 
 
-### Process
-> Mesh > Mesh edit tools > Reduce mesh
-95% still pretty good! Lost the face though
+At 95% I started losing details in the face. And at 99% (300 faces) it started getting interesting and abstract. I also lost the - already "damaged" - foot though. But this is kind of what I was going for. So I changed to absolute numbers. The top right 2 gray images show 300 faces (left) and 100 faces (right). In purple is what I consider to be the sweet spot of 200 faces. 
 
-80%
-reduced from 29952 to 5990 faces 
-still pretty good!
+![](../images/wk02_reducing.jpg)<br>
+*Playing around with reducing the number of polygons, in the end I reduced the model to 200 faces (in purple)*
 
-99% 
-reduced 29952 to 300 faces
-nice and abstract! Lost the damaged foot though
+##Material choices *before* fabrication design
+I'd prefer not to go overboard creating this assignment, as it's unlikely I'll be *using* intensively, so I'll try to reduce the amount of materials required to produce the torso. The material provided by is 4-8 sheets of corrugated cardboard, with dimensions of 1160 X 960 cm and a thickness of 3mm.
 
-Oh yeah I like this, let's go
+Stacking slices makes for a nice solid mannequin with a lot of detail but easily eats up more than 20 cardboard sheets. So you will see I've opted for the folded panels technique using Slicer (see below), and estimated I'd get better results using 300gms colored paper because it allows me to fold the vertices using tongue connections (see below). I got my go-to heavy duty paper: [Florentino 300gms at Van der Linde in Amsterdam](https://www.vanderlindewebshop.com/nl/catalog/papier-karton/gekleurd-papier/van-der-linde-gekleurd-papier-en-karton/florentino-gekleurd-papier-300-grams/g+c+bg+a).
 
-## Translating 3D model into flat design plans with Slicer 
+##Translating 3D model into flat design plans with Slicer 
 
-orientation wrong, changed to... z on import
-click the rotation button at the top until you get it right
+I installed [Slicer for Mac](https://apps.autodesk.com/FUSION/en/Detail/Index?id=8699194120463301363&appLang=en&os=Mac&autostart=true) and imported my .STL file. The orientation was wrong so I changed it to Z on import and then clicked the rounded arrow button a few times to get the thing up straight. 
 
-Input sizes of material, hmmmm. Choose technique etcetera first. Played around and settled on the folded panels
+I played around with the different techniques and settled on the *folded panels* technique and made some decisions about my material (see above). Then I put in the dimensions of my material and looked at the plans and the errors. My pieces were way too big for the material so I had to add a lot of seams. 
 
-My pieces were wayyyy to big so I removed a lot of seams
-Ended up with 6 sheets but the nesting algorithm isn't optimal, so did that manually in Illustrator and was able to fit them onto 4 sheets, and still make a lifesize mannequin.
+![](../images/wk02_slicer_toobig.jpg)<br>
+*the amount of space piece 1 would need (see dark gray reference box for size of the material I'm able to buy, woops haha)*
 
+I ended up with 6 sheets, which I thought was good enough. But the nesting algorithm of the slicer software isn't optimal, so did that manually in Illustrator and was able to fit them onto 4 sheets, and still make a lifesize mannequin. Werk.
 
-**Manual nesting using Illustrator**<br>
+![](../images/wk02_nesteddesigns.jpg)
 
-Nested all files in Illustrator
-Use RGB to only cut the lines
-I'll score lines manually, no dotted lines, not nice
 
 # Cutting the design plans
 
 Do a scale model for testing?
+Manual scoring, no dotted lines. 
 
 # Assembling the model
 
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