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Inspiration for Campanile Village

Campanile Village builds on the geometry of the Kessler Campanile. The seats are land that can be plowed on a mountain side. The stairs are a border between the two nations. Originally, the pool with the waterfall was going to be for the Sea people, but that idea was scratched. In further expansions, the pool could be a place where people can fish for seafood or trade with a distant nation.

The application is a spin-off from several existing games and applications listed below.

1. Pocket God iPhone application contributed the villagers and interaction people may have wanted: example vid

2. Black and White game contributed the idea of making the user god-like in the Campanile Village and having the villagers give praise/worship to the user: example vid

3. Other ideas taken into the brainstorming process: Virtual Villagers, Harvest Moon, and Farmville.

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Interviews

3710-classmate interview

  • Thumbs up on the screen shots
  • What is it that makes it specific to this space?
  • Include more features
  • How can you help your people other than that one cow thing?
  • What else can you provide them with?
  • Can you hurt the other villagers?
  • Can I help my village battle your village in real-time?

Non-3710 interview

  • time factor is annoying
  • “like a facebook game, not really fun but addicting because you get to do stuff over and over again”

3710-classmate interview

  • explain the mountain between the red and blue zone better
  • explain the lightning bolt – what it represents
  • maybe have a mode that controls a nation’s tendency to fight (easy vs hard mode)

Ideas and reflection:

  • Make it more apparent how the user can help a village. Make the affordances of the game more clear.
  • Include that the geometry of the campanile makes this application specific to the space. Point out the seats as mountains and the pool as a sea.
  • For the little building, drag and drop them for villagers start building it. But in god mode, drag and drop will be an instant built hut.
  • Perhaps get rid of the Sea People, as it may be annoying to point the phone sideways for Red and Blue Zone.

 

thumbs up on the screen shots
what is it that makes it specific to this space? the geometry of the campanile i guess – the seats as mountains and the pool as a sea
include more features
how can you help your people other than that one cow thing?
what else can you provide them with?
can you hurt the other villagers?
can i help my village battleyour village in realtime?

 

little buildings – drag and drop, then villagers start building it
god mode: drag and drop to instant built hut

time factor = annoying
“like a facebook game, not really fun but addicting because you get to do stuff over and over again”

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Use Case

  1. Enter campanile
  2. See “village” sign
  3. take out phone
  4. download app
  5. sit or stand in RFID zone
  6. start up app

From start up menu

  1. Start new game
  2. point phone camera at a zone
  3. Alert of Current Zone shown
  4. User pulls out stylus
  5. In game
    1. Press Help button

      1. Exit help
    2. Press Item Library button (This requires energy to be any level above red, check top right of your screen)

      1. User selects a person from library
        1. Drags person object around
        2. Drops person object
        3. Energy level decreases by one (green to yellow)
      2. User selects inanimate object (ie: hut, boat)
        1. Drags inanimate object around
        2. Drops inanimate object
        3. This interaction wasn’t from the library, so it didn’t use energy.
      3. User selects animal or crop from library
        1. Drags around
        2. Drops animal/crop
        3. Thunderbolt status drops to orange
    3. Select a on-screen person
      1. Drag/drop
    4. Select a on screen inanimate object
      1. Drag/drop
    5. Select a on screen food
      1. Drag/drop
    6. Close App
  6. Leave Campanile

In text form, it would read something like this:

Entering the campanile you see the game sign, which prompts you to use your phone and download the app from the website listed.

Starting the app and taking a seat anywhere in the campanile should allow it to determine your location using RFIDs placed around the area.

Using this location and the internal compass, the current Zone is determined based on where the user is facing. This Zone is shown as a labeled and colored bar on the top of the screen which can be either red or blue.

With a stylus or finger the user can press 2 buttons located on the zone toolbar, the help button and the library button. Also on the toolbar is a God power indicator that changes color to depict how much energy is left.

Pressing the help button shows the menu screen, including the basic instructions and the exit.

Pressing the library button creates a drop down menu of all the items the user is allowed to place into the game.

During normal play the God power indicator can move between green and red relative to the amount of items you place in the world and how much the people praise you, Green is full and red is empty.

The user can move or place objects and people any where in the game space with his finger or stylus.

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Persona:
Tim Hall
3rd year CM GaTech student
likes casual games
likes to eat lunch at Campanile
likes pop music
likes to text message friends
recently got an iPhone
familiar with AR technology
tech savvy

Scenario:
It’s lunchtime and Tim is at the Campanile; he sent a text to his friends but they couldn’t come. He sees a plaque that invites him to “help the little people by whipping out your phone.” Always interested in new things for his phone and wanting something to do while he eats, he is intrigued and goes to the link to download the application to his phone.

Tim opens up the application. Bullet points explain that the Red and Blue nations compete for resources, despite the mountain between them. The Sea people are a neutral nation separated from the Red and Blue by an open space of grassland. He quickly skips through the rest of the intro, eager to start playing.

Sitting in the red zone, triggered by RFID markers and the orientation confirmed by his phone’s internal compass, Tim sees his Red nation. Little red people walk around on the Campanile steps, minding their own business; some are planting crops while others are studying or building huts. Tim takes a bite out his pizza and wipes his fingers on a napkin. Taking out his stylus pen, he selects a person and waves the guy around, seeing what he can do with the person. Pressing on the screen again, the villager drops down the ground and shakes his fist at Tim, then walks back to his hut. Happy to evoke a reaction from the villager, Tim plays a bit more with other villagers, seeing that different things he can do to them to evoke different reactions – Tim likes it when he makes two villagers mad and they fight with each other.

Tim continues to observe the Red villagers as he eats his lunch. Looking at the top of the screen, he notices the library. Clicking on it, he sees the options to help one of the two nations. Triumphantly, he chooses to help his Red nation by giving them a cow and saw that all was good in the world. He notices that the thunderbolt has turned yellow, but within moments is back to green as the Reds worship him for his gift.

Quitting the application, which saves in real-time, Tim gathers his trash and leaves the Campanile, headed off to class, excited to come back to the Campanile tomorrow to play again.

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Research Findings

Summary of Research Findings

Research Method 1: Behavioral Mapping revealed hotspots of the space, as well as the most trafficked paths. Based on our findings, we determined that:

  • The user will most likely want to sit down to use the application
  • The stairs going through the seats in the Campanile will be used to separate the virtual regions (Red and Blue)
  • We will add a sign at the top and bottom of the stairs to attract attention and to recruit new users

Research Method 2: Activity Analysis helped us break down the application into tangible aspects. We determined that:

  • RFID antennas would be strategically placed in the space to determine whether the user was in a red or blue zone.
  • The combined usage of the phone’s internal compass to determine which zone the user will edit

Research Method 3: Paper Prototype allowed us to observe participants interact with our UI. Based on our observations, we determined that:

  • Gravity would be in effect (ie: a villager on a boat will not sink)
  • We only need to keep user actions to a minimum
  • The application AI will have random encounters between different groups

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Paper Prototype v2

The purpose of Research Method 3: Paper Prototype was to observe how people placed objects into the Campanile world. Each participant had five sheets of paper in front of them: a world map of the Campanile, a sheet containing the objects with a set of rules for our simulation, along with three different images corresponding to each region in our virtual world. We then gave the participant several objects to place anywhere they wanted. The participant was free to do anything to the objects they wanted; the trial ended when the participant wanted to (ie: he was done playing with the objects).

Notes on Trial 1


Placed objects on seats as if they were on flat land
People spaced apart
Even division of animals between red and blue
Happily placed fisherman placed on top of the boat on water, with a remark about having a boat for the fisherman
Sheep placed next to people

Notes on Trial 2


Huts were placed next to each other, with a even division of housing between the Red and Blue regions
Hut on reeds was placed on the seat
Sea people placed in the water

Notes on Trial 3


Crop on water
Red and blue on sea with crop in between
Facial expressions of red and blue in close proximity can generate a speculative narrative

Conclusions:
All the trial participants placed the single fisherman in the Sea People’s region
Users want the ability to place things on the water
No one flipped, rotated, or placed objects in the sky, on the grass, etc.
Trial 3 was in a relaxed area and that may have directly affected his choice to deliberate and take his time to consider where to put the objects.

Changes to design concept:
For our Campanile Village, I would suggest implementing gravity into our design. For example, objects placed in the air will fall down to the ground; objects placed on the water will sink unless it is a boat or something that can float on water. Another would be to have fish in the pond that users can place fisherman nearby to fish.

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Tasks
Management:
Creates a village, Oversees the factions
by micromanaging certain individual villagers
using the stylus or finger and leading them to resources and activities

Play God:
Encourage/Discourage war between the factions
Add/remove villagers

Have fun:
Go fishing
Plant crops

Objects
Cell phone
Stylus
Campanile
RFID antennas

How do we get people to pull their phone out?
A sign inviting people to: “Help the little people by pulling your phone out.”
The sign will have an image of a cute villager. Underneath, website link for new users.

Performers
One cell phone user

Interactions
Sit or stand near one of the RFID antennas
Use stylus on phone’s screen to move, select objects

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