Thursday, 30 October 2014
Interactive Prototype III - Play Mines Between the Lines v1.5 + Money Cash Version!
As in Prototype II, you can use mouse input to select dots, or use keyboard input. Move the cursor which focuses on a box using the WASD keys. Select a side of a box using the arrow keys. Press F to reset, or click on the reset button.
Here is also a 'dark horse' prototype - a money cash version that I started on during the Interactive Prototype III stage!
Interactive Prototype III - Statement of Delivery
Interactive
Prototype III – Statement of Delivery
Concept Prototype
This
prototype will explore the concept of a mashup between two classic games, Minesweeper
and Dots. Two players take turns connecting two adjacent dots with horizontal
or vertical lines to form boxes with lines on 4 sides. When a player claims a
box, the corresponding square in the mine grid is revealed, which can be
numbers (that give points, and correspondingly reveal the number of mines in
adjacent squares), or mines, which they lose points upon revealing. Players
click dots using a mouse to create the lines, or can alternatively use the WASD
to select a particular boxed area, and then the arrow keys to select a particular
side of the box (top, left, bottom, right) to draw a line.
Visit my
blog for more details on game rules, prototype testing, and play an early
prototype of the game yourself at http://jasonh-deco2300.blogspot.com.au.
Form of Prototype
From
Prototype II, the prototype is a combination of a digital game with physical
inputs. The digital part of the game, which is mostly the game board, and score
board, is coded in Actionscript 3 (Flash) and played on PC. Additions to the
digital part of the game in Prototype III included the functionality of the
reset button, and also an indication when the game had ended and telling which
player had won the game.
The physical
inputs are controlled using aluminium foil on a square piece of cardboard (held
together with Blu-tack), with 4 central inputs for box selection, and 4 outer
inputs for edge selection. MakeyMakey allows interfacing between the controller
and the game by use of wires and alligator clips, and connecting to the PC via
USB. MakeyMakey is special in that it allows almost anything that conducts even
slightly to be turned into a physical input.
The
MakeyMakey interfacing chip and connecting wires are neatly stored in the box
below the square piece of cardboard.
Changes that
were made between Prototype II, testing of Prototype II and Prototype III to
the physical MakeyMakey controller include replacing the central Blu-tack
inputs with short aluminium strips, two earth ‘ring’s for players to wear to
connect the MakeyMakey to earth via alligator cable, and metal strips that
could be placed to give the impression a player was ‘placing’ a line onto the
game board.
There were
also attempts to make a ‘dark horse’ prototype, by adding the element of cash,
and being able to ‘buy squares in the game, functionality was added to the
digital part of the prototype.
Figure 1: Screenshot of Mines Between the
Lines (MBTL) v1.5 with full keyboard interaction and box selection pointer.
Figure 2: Screenshot of Mines
Between the Lines (MBTL) v1.5a, Dark Horse Prototype, with sprites for cash,
representing money added into the game.
Figures 3-4: Photos of the updated
physical input controller, with ‘edge selecting tool’
For
Prototype III, instead of using a bulky metal ruler or fingers to select the
edges, I custom made aluminium foil strips that roughly match the size of the
square on the face of the controller, to give the players a sense of placing an
edge onto the game board.
Purpose of Prototype
The purpose
of this prototype is to further explore additional features, and playing
multiple games of MBTL with the addition of the reset button and end of game
notification. The dark horse prototype is an experiment to add a new dimension
to the game, in the form of cash as a form of currency used to buy squares.
Testing and Feedback
For testing, users will play through
a game on a 5x5 dotted grid using physical inputs to control the selection of
dots. They will additionally will able to play the game using mouse input and/or
keyboard.
For feedback, it will be provided through
a combination of verbal and written feedback. Participants will be asked to
write down answers to the following questions (which have been improved from
Prototype II):
1. How much do you feel like you are “placing” a line on screen by placing a metal bar onto the edges of
the physical input “box”?
2. Are 8 buttons, 4 for selecting a box, 4 for selecting a side of a box
(a line) too many/too complex?
3. I have considered adding in additional score popups (+1 points, +3
points, “You uncovered a mine!”), as a player takes a turn, to make things
clearer. What do you think of this?
4. What other game controls would you like in the game? (Eg: select grid size,
number of mines etc)
5. [Dark Horse Prototype Only] Earning cash to buy squares is an
important addition to the Dark Horse prototype. Comment on how this affects the
gameplay (eg: another layer of strategy, makes the game unbalanced, makes the
game feel like Monopoly etc.)
6. List any queries you may have about
the game rules, or strategy.
7. Any other questions or comments?
Decisions Made
For
Prototype III, there were several directions I could take my prototype in, and
limitations and time constraints meant that I was not able to fully explore
every option. I could continue my game along the standard route, adding in the
option to flag squares, and other features from Minesweeper and Dots game, or I
could take the Dark Horse prototype route, where I formulated an idea to
replace/complement points in the game with cash that could be used to buy
squares, place mines, steal points and other actions.
Standard
game continuation:
I removed
the ability to take another turn after a player captures a box. During
Prototype II testing it was found to be too confusing, as Player 1 would
accidentally take Player 2’s turn and vice versa.
I decided to
add in the reset and end of game functionality first, as it was relatively
simple to code.
When
deciding on how to code the flagging option, I ran into problems with the
opposing player able to see where the flag was placed and avoiding the square,
when the opposing player could have been about to uncover that square anyway. I
later decided that you could only flag a square if you were going to
immediately claim that box for yourself.
Dark
Horse Prototype:
This
prototype involved being able to earn cash, simply by uncovering lines. Players
would earn $10-$40 for drawing a single line (determined randomly), and could
buy an uncovered square for $100. This means that when that square was
uncovered, they would be able to receive double the usual points for that
square (if 3 points, they now receive 6 points), if they had bought that
square. For squares that had already been bought and uncovered, they had a
chance to steal points from a square by playing $150, which would result in an
opponents claimed square losing its value (a 4 point worth square could be
worth 0 points to the opponent afterwards). This had a chance of failing
however.
I was unable
to implement all these specific rules in my coding, however it would have been
very fun to test out this planned prototype in full.
Friday, 24 October 2014
Week 12 - Review of What is a Prototype? (Week 1)
How has your
understanding of prototyping changed since week 1?
What would you
change about your initial description?
How is that related
to your experiences.
In
Week 1 I wrote a blog post defining what Prototypes were. I have modified it
for this post:
Prototypes
are in-progress models used to demonstrate basic concepts of a final product.
They are not usually in a finished state; rather several important functions
are highlighted for testing in the prototype.
Prototypes
can take many forms, from flat, to 3D, to digital; the main purpose is to
convey the overall concept of the idea to people. For projects such as car
parts, physical moving parts may constitute part of a prototype, where as a
prototype for a website could a series of hand-drawn wireframes.
The
most basic prototypes can be simply drawn with pen and paper. Depending on the
detail and complexity required, prototypes could be made out of clay or wood,
or digitally created using software, or uses a combination of both physical and
digital components, such as a MakeyMakey (as a custom controller), and a Flash
application on a computer.
Prototypes
are an important part in determining if the final product will work. Prototypes
simplify a product down to the core concepts so that if something isn’t
suitable, it can be spotted easily and fixed. They help determine strengths and
weaknesses in the product design. The interface of a prototype may not be fully
polished, but clear enough for users to test features of the product.
Without
prototypes the designer could lose a bit of focus on the practicality of the
core concepts of their idea. They might create something that is almost useless
in real-life, even though it may stem from a solid idea.
Now, at the end of
the DECO2300 course, I have gained hands on experience into digital prototyping
and what prototypes really are. Although my Mines Between the Lines prototype
progressed significantly from its design stage to functionality, it wasn't complete,
but was quite a functioning prototype. From the Week 4 contact I am able to
further define my prototype as a sort of diagonal prototype, containing most
features, with enough detail to discern between them, but simple graphics. The
graphics I used in my Video Prototype to illustrate my game mashup (created in
Adobe Illustrator), were very similar if not the same to the ones I used in my
prototype in Flash, so there is a familiar point of reference, and gradual
refinement of the same idea methodology to those who view my Video prototype
and then progress to experimenting with my interactive prototype. Overall my
definition of a prototype remains mostly the same, it's just that now I have
extra experience in creating prototypes for myself, along with many techniques
(CRC Cards, Set-based Design etc).
Tuesday, 21 October 2014
Week 11 - Set-Based Design and the Pugh Matrix
Today's contact was
about Set-Based Design. There was an interesting Pugh Matrix that applies to
web pages and web sites using criteria on a 7 point scale.
For Set-Based Design
there are several principles to follow:
- Map the design space (define feasible regions and possibilities, and explore trade offs)
- Integrate by Intersection (look for intersections, conceptual robustness)
- Establish feasibility before Commitment (gradual convergence, stay within agreed sets)
As compared to
point-based design, which is defined up front, and designed before developed,
and can require repeating of iterations.
This contact taught
us a different way of thinking design which hadn't been talked about in
previous contacts.
Exercise:
The exercise is
about the Theremin, a remarkable electronic musical instrument that can detect
movement of the users hands/arms in 3D space and reproduce sounds based on that
positioning. The user does not need to actually touch the instrument itself.
The Pugh matrix is
useful for comparing different input methods in playing a Theremin
duet/orchestra. The input methods I have chosen are:
Xbox Kinect: it can
capture movement in 3D space, such as hand movement, which is very suitable for
the function of the Theremin.
Joystick: A joystick
maybe able to control in different directions through different controls, in
order to allow the Theremin to be controlled.
GPS: The GPS
positional data can be transferred to a computer in order to control the
Theremin in 3 dimensions.
Several lasers in a
grid can pinpoint positioning of objects that are in the lasers' firing lines.
Criteria for each of
the input methods are:
Accuracy - Playing
the correct note on the Theremin
Responsiveness - the
time it take for the signal from the input method to reach the Theremin
Affordability - the
cost to set up the input method. Higher score mean less cost
Ease of use -
Whether a user is able to pick up and use the input method immediately or,
requires learning beforehand
Portability - the
size of the input method
The Xbox method
seems to be an effective method to control the Theremin that models the
movement in 3D space, but the Joystick also seems to be an effective method.
Saturday, 18 October 2014
Week 9, 10, 11 Prac Notes
Here are the prac notes on the whiteboard from Week 9, Week 10 and Week 11 pracs:
Week 9
Week 10
Week 11
Week 9
DECO2300
Peter is sick so you’re stuck with me
Today
MakeyMakey Challenges
Coe help with assignments
Challenges
Create an interface that
Involves blowing air
Requires objects to be thrown
Involves tilting
Involves hand gestures
Week 10
(Tutor Eval today)
Please complete a form
DECO2300
Tomorrow 4pm Code + SoD due (blackboard)
1. Outline your game/application concept
2. Link to blog post with detailed description
3. Describe this prototype
a. Purpose (hint text physical interation choice/method
b. Specify what aspect you are testing
c. What do you hope to find out
4. Describe form of prototype
5. Testing approach
a. What will you ask people to do
b. What feedback will you be looking for
c. How will you get that feedback
6. Decisions you made
a. Include/exclude
b. Why
The game application concept that is being tested is a mashup of two classic games, Minesweeper and Dots. 2 Players take turns connecting two adjacent dots with horizontal or vertical lines to form boxes with lines on 4 sides. When a player claims a box, the corresponding square in the mine grid
Week 11
Monday, 13 October 2014
Week 10 - Experience Prototyping
Today's contact was
about experience prototyping.
Exercise
Restaurant Dining
Experience
What is the existing
experience? From different
stakeholder P.O.V.?
What
external/internal factors impact on the experience?
What aspects of the
existing experience could be
enhanced/augmented/supported
with technology?
How would
introducing technology in to this context
change the
experience?
What experience
scenarios might you test with the
technology?
The existing
restaurant dining experience is composed of customers entering a restaurant,
sitting down at a table, and ordering their meal with the help of a waiter who
will be taking their order. The customers then wait for their food and when it
arrives they start eating. After they have finished eating, they indicate they
want to pay the bill for the meal and leave. The waiter in a restaurant dining
experience has to run around taking orders from many different customers, and
then passing them onto the restaurant's kitchen. When the food is ready, the
waiter also delivers the food to the customers on plates and trays and the
like. For the cooks in the kitchen, their job is to ensure fast production of
food, according to the waiter's collected orders, with the additional
preference that the food for everyone on a particular table is ready within
minutes of each other. Sometimes a restaurant inspector might be an external
factor, coming in to inspect the various systems of the kitchen. The restaurant's
reputation could also affect the experience, as well as the design of the
restaurant itself (tables, chairs, wall painting etc). Also the smell of food,
the quality, the ambient noise level are environmental factors than can affect
the desirability of a restaurant experience. The experience could be augmented
with online/fast ordering, possibly able to order with the customers smartphone
via an app, and be able to receive the food when they arrive. This would change
the way waiters receive orders
Friday, 10 October 2014
Interactive Prototype II - Video: Users testing my prototype!
I took several videos of users interacting with my prototype II. Here is just one:
Thursday, 9 October 2014
Interactive Prototype II - Play Mines Between The Lines v1.3!
Prototype II introduces keyboard input! Move the cursor which focuses on a box using the WASD keys. Select a side of a box using the arrow keys. Press F to reset, or click on the reset button. Alternatively you can still use the mouse to select dots, same as Prototype I.
Interactive Prototype II - Statement of Delivery
Interactive Prototype II –
Statement of Delivery
Concept Prototype
The game
application concept that is being tested is a mashup of two classic games,
Minesweeper and Dots. 2 Players take turns connecting two adjacent dots with
horizontal or vertical lines to form boxes with lines on 4 sides. When a player
claims a box, the corresponding square in the mine grid is revealed, which can
be numbers (that give points, and correspondingly reveal the number of mines in
adjacent squares), or mines, which they lose points upon revealing. Players
click dots using a mouse to create the lines, or can alternatively use the WASD
to select a particular boxed area, and then the arrow keys to select a
particular side of the box (top, left, bottom, right) to draw a line.
Visit my
blog for more details on game rules, prototype testing, and play an early
prototype of the game yourself at http://jasonh-deco2300.blogspot.com.au.
Form of Prototype
The
prototype is a combination of a digital game with physical inputs. The digital
part of the game, which is mostly the game board, and score board, is coded in
Actionscript 3 (Flash) and played on PC. The physical inputs are controlled
using aluminium foil and Blu-tack on a square piece of cardboard, with 4
central inputs for box selection, and 4 outer inputs for edge selection. MakeyMakey
allows interfacing between the controller and the game by use of wires and
alligator clips, and connecting to the PC via USB. MakeyMakey is special in
that it allows almost anything that conducts even slightly to be turned into a
physical input.
The
MakeyMakey interfacing chip and connecting wires are neatly stored in the box
below the square piece of cardboard.
Figure 1: Screenshot of Mines Between the
Lines (MBTL) v1.4 with full keyboard interaction and box selection pointer.
Figures 2-3: Photo of physical input
controller.
On the
physical input controller, the central inputs correspond to the box selecting
pointer, controlled by the WASD keys, the outer inputs correspond to the sides
of the box that can be placed, controlled by the arrow keys. Another piece of
aluminium foil (which can be worn as a ring) is used as the earth controller
wire to allow MakeyMakey to create a circuit and send the input to the
prototype on-screen.
Purpose of Prototype
The purpose
of this prototype is to further explore different ways to interact with the
game, other than the standard keyboard and mouse inputs. MakeyMakey was an
ideal experimental ground for testing other physical inputs, as almost anything
wired to the MakeyMakey can be used as a “button” controllable by the player.
Testing and Feedback
For testing, users will play through
a game on a 5x5 dotted grid using physical inputs to control the selection of
dots. They will additionally will able to play the game using mouse input (as
in Prototype I), as the prototype supports both inputs concurrently.
For feedback, it will be provided
through a combination of verbal and written feedback. Participants will be
asked to write down answers to the following questions:
1. How does using keyboard keys via physical inputs feel compared to using mouse input?
2. What do
you think of having separate controls
for selecting a box, and selecting a side of a box (a line)?
3. How
suitable are the positions of the
controls relative to each other? (box selection in middle, edge selection
on the edges)
4. How much
do you feel like you are “placing” a
line on screen by correspondingly placing
a metal bar onto the physical inputs (on the edges)
5. Do you
have any more suggestions to make box selection (central physical inputs)
more prominent?
6. Do you
have any queries about the game rules,
or strategy? (more relevant to Prototype I)
7. Any other questions or comments?
Decisions Made
As in
Prototype I, features had to be excluded due to limitations of what I could
code in Actionscript in time to test as a prototype. These included the
implementation of a flagging option,
as the dilemma of capturing two boxes at the same time in a single turn, when
one box awarded points and the other a mine (lost points), was to be remedied
by the ability to flag a square beforehand, and not suffer the penalty for
uncovering a box with a mine. Another feature included the ability to reset/restart the game. Extra physical
inputs for these features would not have been reasonably difficult to
implement, however the Actionscript programming for these features was not
implemented in time.
I made a
decision to focus on the basic moves of placing a line betweeny two adjacent
dots and creating boxes with these lines. In Prototype I, I implemented
controlling of the game using mouse input. MakeyMakey does allow for mouse
inputs (it has the ability to track mouse movement in 4 directions as well as
left and right clicks), however my Actionscript prototype would be fiddly to
control with MakeyMakey, as mouse input requires precise clicking of dots on
thescreen. For Prototype II, I fully implemented keyboard interaction. I
decided that the best way was to split interactions between choosing a “box” in
a 4 dot region and choosing two dots to place a line between. I received a helpful
piece of feedback during Prototype I testing that instead of selecting two
dots, I should select the line between two dots directly. These lines
corresponded to the 4 sides of a box.
I originally
had the box selection as the arrow keys, and the edge selection as WASD keys,
however I swapped the controls, as wiring up the MakeyMakey was more convenient
with the box selection as the arrow keys as they required alligator clips to
work properly. The WASD keys used thin metal wires instead.
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