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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