Showing posts with label pracs. Show all posts
Showing posts with label pracs. Show all posts

Tuesday, 15 September 2015

Week 8: Makey Makey I

We started using Makey Makey's this week in class.  We did a few activities to simulate different games and their controls and get us thinking about the different ways we can use them and what problems we might come across.  Our tutor mentioned at the start that one of the biggest things to remember was to ground it and I still forgot half a dozen times during the workshop.  My IP1 will plug straight into a Makey Makey because of how it was set up (using keyboard arrows).  My challenge will be to get it as physical as possible on a floor mat set-up, and hopefully to add more functionality to the prototype and fix some of the bugs from IP1.

One of the most interesting things we did was play multi-person Pacman where 4 people were each responsible for a direction.  We had to communicate a lot to make this work but it made it a lot more fun than regular Pacman.  Here are a few of the different set-ups I tried today.

Set-up for space invaders.  Alfoil bracelet grounds it.

Set-up for piano, using back letter controls (WASDFG).

Playing the online piano.

Set-up to play my game, success!

Monday, 24 August 2015

Week 5: Interactive Prototype I - ActionScript

What is the key function or interaction for your concept?

The user moves the character (Meow Meow Cat) forward through a series of coloured dots.  Each level increases in complexity and speed, so user speed is a factor.

How does it work?

The user uses the keyboard arrows (up, down, left, right) to move the character.  The keyboard will be modified so each arrow direction represents a different colour.  A timer will be used to test how long it takes users to complete a level.

What do you want to know about your prototype?

  • How the player moves (player moves with input, path moves in response to player)
  • How long a user takes to complete a level
  • Does viewing a timer affect user performance

How do you want IP1 to work?

  1. A testing computer is set-up with a modified keyboard.  Coloured dots are blu-tacked on to arrows.
  2. User sits down at a testing computer ready to play
  3. User reads on-screen instructions:
    1. Your keyboard arrows have been replaced with coloured dots.
    2. Press the corresponding colour from screen to keyboard to move your character forward
    3. Level ends when you reach the end of the row of dots
  4. There is a start button that users click to begin game
  5. Screen includes character on far left-hand side, a row of coloured dots (four colours), timer in top left corner, start, stop, and reset buttons on top right hand corner.
  6. User presses 'coloured' arrow keys to move character forward
  7. Time how long users take to reach end of row.
  8. Users can restart and replay as many times as they like 
  9. User can stop play at any time

What is not included

  • Exit button to close program
  • Winning or losing (reaching end by a certain time)
  • More than one level (and level progression)

Tuesday, 4 August 2015

Week 2: Prototype ideation 1

This semester we have to create four prototypes.  To generate concepts, we have two options: wearable social interventions or game mash-ups.  In our pracs this week we looked at idea generation for these two options.

Wearable social intervention

In small groups we brainstormed social faux-pas and then possible wearable technologies to either hide or highlight the problem.

Social faux-pas

  • interrupting people mid-conversation
  • awkward silences
  • asking people if they are pregnant (or about age/weight)
  • talking with mouth open
  • walking/standing on wrong side of footpath or escalator
  • walking against the flow of traffic
  • stopping in the middle of a moving crowd
  • loud music on public transport
  • talking on a quiet carriage
  • taking phone calls when you talking to other people
  • talking to people when they have headphones in
  • invading personal space
  • reading over people's shoulders

Wearable ideas

  • Advanced mood ring shows when you are embarrassed 
  • Lapel pin with mic, interrupts conversation if it hears certain words (pregnant, age, etc)
  • shirt or button that changes colour is people are too close

Game Mash-ups

We picked one game from each category of paper, board and arcade games, and analysed them. What did we like about the game, how was it constructed, what made it unique?

Paper - Hangman

  • points system
  • small words are harder
  • patterns of choosing letters
  • add extra lives by adding extra lines to extend gameplay - house rules
  • puzzle
  • minimal props 
  • rewards knowledge
  • competitive

Board - Guess Who?

  • Changeable photos
  • puzzle by elimination
  • can be easy if you choose wrong person
  • flicking - physical action
  • short, quick game play

Lemmings - Arcade

  • Levels are the muzzle
  • multiple solutions
  • cute, design and noise
  • funny
We then picked two games from different categories, pulled out a feature of them, and mashed them to create a new game.

For our game, we chose Hangman (cheating death) and Lemmings (cute/adorable/emotionally invested).