Archive for the ‘Matt’ Category


My interview regarding our progress was conducted with a fellow student who uses the campanile and was familiar with the concepts of use case and scenario though his CS major.

As he reviewed the use case and scenario, he asked several questions that may help direct our refinement of the experience. He was confused by the term ‘zone alert’ which was simply the indicator which displays which zone you are currently in. Also, though he saw that placing new things in the environment took energy, he was unsure as to whether or not picking up characters or directing them also took energy, I explained that it did not. He stated that he was very much looking forward to picking people up and throwing them arbitrarily. This isn’t something I would think to do, but it should be possible if you like that sort of thing.

There seems to be a bit of confusion between us as to how energy works, we need to be sure to standardize all of our descriptions of it.

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Basic UI Layout

I’ve been working on a basic idea of our user interface and the results are in. The interaction is pretty simple, with your ‘cursor’ being your finger.The bar at the top will change color depending on which zone you are currently in or viewing, right now we’re sitting in the blue zone and looking around us so the bar is blue with the text “Blue Zone”. There are three icons, the folder icon is your library which opens on a single tap to show you the people and objets you can place in the environment, by dragging and dropping. Placing things in the world uses energy, which is the lighting bolt at the right side of the menu. The circle around the lighting bolt will go from green to red as you use energy, and slowly regenerates over time. Last, the info icon is the help menu which will have basic rules and controls. You will also be able to flip the phone into portrait mode and the menu will stay at the top of the screen, which will look something like this:

I am currently working on a video which will explain all of this, and will be part of our presentation.

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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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Notes on the Paper Prototype

As is visible in our gallery pictures and in Liz’s post, the paper prototype consisted of 5 sheets of paper. One sheet detailed general rules of our simulation, three were pictures of specific zones of interaction (red area, blue area, sea people area) and the last was a visual  overview of the campanile. What happened with the first two trials was unexpected, although in hindsight perhaps it was the predictable outcome. Users placed resources and people evenly within their zones, with red and blue people receiving roughly equal shares of the village pieces and the boat and fisherman going to the sea zone. Yes, it is true that people often placed things in the sea zone without regard for solid surfaces (i.e. putting things in the water,) but we did say these were sea people after all so maybe they can handle it, like Aquaman. Trial three was my biggest surprise, with our participant carefully spreading the red and blue people evenly throughout each zone in positions that suggested cooperation and coexistence, rather than our imagined team-based antagonism. It could be that our characters are just so darned cute that he couldn’t imagine them fighting.

If any ideas came out of this, I would say perhaps allowing for cooperative play with the opposite team, and perhaps evenly distributing resources automatically since our users did this anyways. The unexpected results may be because our participants didn’t sufficiently identify themselves with one of the factions, so if we perhaps more explicitly assigned/gave them a side to control and took control of the other factions away, the user might be more motivated to see a particular side succeed. The issue is whether we even want this anymore.

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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

Cell phone
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.

One cell phone user

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

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Group Pic

Here’s a group pic

MaZaJ at the campanile

and a pic of a bird I took while enjoying the weather. He ate all the orange cheez-it-like crumbs on the ground.


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15 AR Concepts

Chosen 3: Campanile Village: the Little People, C-Zoo, Equalizer Campanile

15 ideas:

Campanile Village: the Little People. Little people with the Campanile as their world. You are God. There are the Red people, Blue people, and Sea people. They will constantly find a reason to war with each other unless you watch over them. Add objects to their world. Play with them. Pick them up and put them somewhere (ie: on top of the spiral, in the water, in enemy territory).


Entertain Me
. Takes the idea of an opera house/theater stage performance and you view them with waterfall and spiral in the background. Performances can be switched at choice, while the waterfall can change colors according to the genre. Performers use the waterpool as a stage.

Amphitheater Gallery. Takes images from your photo album and places them on the seats as picture gallery. You can slide pictures and move them to other spots by dragging them.

Shadow Games. Shadow play with shadows at night. At night light from behind the Campanile allows you to play shadow games. Make your own shadows that turn into 3D monsters. Or simply record your shadows and send it to your friends.


DJ waterfall. Pick a song and application analyzes it. While looking at the Campanile waterfall, the sprouts correspond to different layers of a song (ie: guitar, vocals, or bass). If there are only 3 sprouts seen, you can only pick 3 layers to affect. You can control the sprout heights to raise/lower the volume/impact of each music layer, making your own version of the song.

Ghost Town. Old, barren, dried up filter applied to view, creating a surreal experience for the user. People present will be seen as skeletons.

My Campanile. The Campanile is your own personal house. Personalize your house with furniture, decorations, and objects. Add friends as neighbors. Friends can visit and interact with your stuff (ie: steal it, break it, move it, eat the food). But you will be notified when they do so. Return the favor by visiting their house.

C-Zoo. From your inventory of animals, visit the Campanile and see them in random places (ie: next to someone, on the spiral, in the water/trees). Put rubber duckies in the pond while monkeys climb the spiral.

Fast Track. Interact with the Campanile as a race track with race cars. Invite friends to race your car on a customized race track in the Campanile space. Customized your own race car(s) by going to the garage, where each Campanile step corresponds to a different aspect of the garage.

“I was Here”. Interactive board/wall. This application pulls up a board of signatures of those who were at the Campanile. They sign the board with their own message and custom handwriting. Dates and time are stamped with each post. This would be helpful if one party was uncertain of visiting the Campanile, but seeing his friend there, goes for some social interaction.

Facts [Period]. Various markers around the area gives information about the Campanile, waterfalls, water, stone, trees, animals, etc. Informational and educational; will pull from a pool of facts to allow dynamic information.

Footsteps. Shows paths of people who have walked through or into the Campanile. You will see footprints of each person, fast-forward through time, from a chosen time period (ie: beginning of the day to present).

Sleep Machine. Records a sample of the waterfall sound, amplifies, smoothing it out, and loops it into a music file. Then listen to it all in your headphones to help you sleep/nap.

Equalizer Campanile. When looking at the campanile, one realizes that it is constructed of horizontal metal plates attached to a metal pole in the center. It reminded me of the green bars seen in the equalizer of many music players. What if, as you were listening to music on your iPhone, you could see the bars of the equalizer, not just on a black background, but represented as the plates on the campanile lighting and returning to normal? Your music would snake its way up and down the tower in a simple and satisfying motion.

Stairs Games. At the halfway point of the amphitheater-style seating area there is a cement stairway that spans from the bottom of the seats (the fountain level) to the top (student center level). When standing at the bottom and facing the stairs, they can appear as a set of foreshortened rectangles. Using painted markings or RFID to delineate the edges of these face-on rectangles, you could turn the stairs into a game such as tower of Hanoi, since with depth the top stairs appear as smaller rectangles. The posts on which you stack these rectangles with your finger would be generated by the iPhone. Another game using these same rectangles would be like whack-a-mole, where the phone would light up some of the rectangles and you would tap them with your fingers as quickly as possible to deactivate them.

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