2016年10月29日星期六

Week13 Prac B : Interactive Prototype III Test

Before testing session, I prepared ten questions survey which created by “google form”, the purpose of this survey is for collect feedback from different users. I also prepared three tasks, and users need to finish each task one by one during the test session, these tasks were designed for two purposes.

Firstly, these tasks can help users gradually familiar with the game and game control, because not all of them know my concept, and some users may not even know much about the Pac-man game, also they have to use a new controller with novel physical input method. Secondly, user can provide some feedbacks for specific aspect of concept by follow the tasks. For example, I want to know how users feel about each difficulty level.

The tasks for test interactive prototype II:
Task 1:  
l  Select the “Easy” difficulty, and finish a game by using one hand (two fingers).
Task 2:
l  Select the “Normal” difficulty, and finish a game by using one hand (two fingers).
Task 3:
l  Select the “Hard” difficulty, and finish a game by using one hand (two fingers).

The evaluation method is survey, and survey questions include:
1.    Have you finished all the tasks? If no, why
2.    which instruction do you prefer, why? (provide Images)
3.    Does the game interface provide clear & meaningful instructions? If no or no sure, why
4.    Which difficulty level do you think provides more fun or good gameplay experience then other difficulties, Why?
5.    Do you feel the "Easy" difficulty is actually easier than "Normal”? why?
6.    Do you feel "hard" difficulty level is actually?
7.    Are there any difficulties or challenges when you play the game?
8.    Which part/element of interface do you think need to improve?  why?
9.    Any suggestions about interface?
10.  Any suggestions about the physical input (control board)?

For more survey details, this is my survey link:

To prepare the test, I sign in a computer, and use Unity open the project, then I open, task list, and survey web page. Firstly, I asked each user whether they know my concept before, if no, I will give them a short introduction about this game. In order to complete the test, I assign each user a role, one user is player1 and another is player2, then let them follow the tasks to start the testing. Another important activity is that I observe user’s emotional expressions and behaviors when they playing the game, then combine survey feedback, so I can obtain more valuable information about my concept.

Feedback

After my observation part, I have asked testers to fill in a survey for giving me some suggestions. Here is the outcome summary below.











2016年10月23日星期日

Week12 Revisit Definition of a Prototype

In week 1, I was thinking a prototype is an early working model, and most of them will throwaway eventually, but after I conducted all these interactive prototypes, I realize that prototype actually is a process or a product which acts as a thing to be replicated, learned or further developed. For each interactive prototype, we start inherit some features from last prototype, then make some adjustments or add some new features, after that we learn from user’s feedback to define issues, finally generate some solutions for each issues, the iteration will keep going until we stop improve the product. So the interactive prototype that I conducted is evolutionary prototype. And it’s very useful for game development, because for interface aspect, we want keep most code for future use rather than throwaway.  Overall, prototyping comes in many forms, but choose the prototype that most suitable for your concept should also be considered.


Furthermore, when I conduct each interactive prototype, the concept keeps change, include improving, deleting, and adding. We are not always follow the original design, but what kind of fact changes our mind, the answer is user’s feedback, their thoughts or suggestions are influence the concept and prototypes. Most of decision that I made were inspired by viewing user’s feedback, their direct motion and behavior responses are also considered as important feedback.  So I was thinking the most important prototyping process is evaluation, but after evaluate stage, analyses user requirements are also very important process. In conclusion, we can’t ignore any process in the prototyping process iteration, prototyping is a process, after all, not a single act.   

Week12 Interactive Prototype III Progress

In this week, I start build the interactive prototype III, the idea is to improve the game experience by adding some new game features, because from last two prototypes, only few people felt excited about gameplay, even the novel physical input can surprise users, but the actual gameplay still a bit boring, also some feedback mentioned that the difficulty not suitable for everyone, so some new selectable gameplays may help to fix these issues.

For the new features, there are two new difficulties level which are “Easy” and “hard”, and the original game become “Normal” level, so user can switch each difficulty level by click correspond buttons. For the “Easy” difficulty level, I simply reduce the number of key combination, there are two directions only require one button press, but two players still share two same buttons.


For the “hard” difficulty level, I replace the score counter with a timer, the time start at 100. When the game began, the timer also start countdown, then when Pac-man eat one Pac-dot which worth one point, the enemy’s time will minus one, when eat one Pac-dot which worth five point, the enemy’s time will minus five. The player who run out of time first will lose the game.

In order to switch between three different difficulty levels , i create a "enum" to declare an enumeration, include beginner, intermediate and hard.  


when the enum value equal to the difficulty level that user chooses, then switch to another set of key combinations.  

After click related button, then the script will switch the scene to the correspond difficulty scene. 
                                         

Here are two different key combination sets

Issue:

when i switch to the beginner difficulty level, the intermediate difficulty level key combination still working, i found the issue is because two different levels share same keys for move UP and Down,  when i click the key combination A+S, the key A also clicked. so i add a code to avoid this problem, add (!(input.GetKey.A)) to avoid the issue that press A and S at same time .


Add ! to avoid the issue






2016年10月14日星期五

Week 11 Lecture: Pugh Matrix & Set-based design

In this week contact session exercise, we generate concepts for consistently reproducing & representing 3D movement in space that allows a musical composition to be accurately played on a Theremin. Then use Pugh Matrix to compare concepts.

In order to generate concepts, I did some research about Theremin. So the Theremin is an early electronic musical instrument controlled without physical contact by the thereminist (performer). The instrument's controlling section usually consists of two metal antennas that sense the relative position of the thereminist's hands and control oscillators for frequency with one hand, and amplitude (volume) with the other. The electric signals from the theremin are amplified and sent to a loudspeaker. [1]

Concepts

1.     A conducting device to display some instruction of conducting hand movement
2.     Light laser to display the musical scale, so user can play it like play musical instrument
3.     Using AR device to allow user see some visual musical scales, then user can
4.     temperature Sensor that can help user to know their current musical scale

Pugh Matrix



For the set-based design, we using Pugh Matrix to define feasible regions, explore trade-offs and communicate sets of possibilities. Then integrate all possible idea to minimum constraint. Finally establish feasibility again before commitment it. Overall, it’s requires trying lots of ideas and pick a favourite then using tools to select (Pugh Matrix), combine aspects in the end.It’s very useful when explore about your concepts when you improving or designing.  




2016年10月9日星期日

Week 10 - The Interactive Prototype II Components

The original idea for the gameplay does not changed, the interaction still involves finger touch and combination of control buttons. For this interactive prototype II, I replace the keyboard control with a novel physical input. 

There is the link for my original game concept:

However, for combining my game with Makey Makey, i did change some part of physical input. 

The board


The control board contain three main components, the first component is the board, it’s made of card board and become the base of the controller. In consideration of two players will against each other, so the control board need enough space that allow two hands press buttons at same time.  Therefore, I made the size of the board become 16cm X 11cm,  and user will use it transversely. Also,  i decide to add a “back board” behind the control board, because when two player play the game by using same control board, the physical pressure and friction may damage the wires, so the “back board” can protect these wires.


 
The Back Board

The button

The second component is button, there are six buttons which represent six keys (W, A, S, D, F, G)the button made of “Copper Foil Tape”, the shape is circle, but the button divided into left part and right part, all right part connect to the Makey Makey EARTH” port, and all left part connect to each “Key” port on the Makey Makey, when user touch the button and make connection between two side, then Makey Makey can detected which key has been pressed.

Original design:  

https://www.blogger.com/blogger.g?blogID=7900357602027684615#editor/target=post;postID=2583183942709539398;onPublishedMenu=allposts;onClosedMenu=allposts;postNum=2;src=postname

However, In order to increase the stability of connection when user press the button, I made the button inner sides interdigitate. Furthermore, I write the key instructions on the paper and paste them under each button.


Final design:

https://www.blogger.com/blogger.g?blogID=7900357602027684615#editor/target=post;postID=2583183942709539398;onPublishedMenu=allposts;onClosedMenu=allposts;postNum=2;src=postname


The Board & buttons

The Wire

The third component is wires, each button requires two wires for connect Makey Makey EARTH” port and “Key” port. All these wires made of tinfoil, because it’s can conduct electricity and it’s also a flexible material when twisted to wires. Because there is only one connection required for EARTH” port, so I twist all “right side” wires become one thick wire.  The terminal of each wire connected by one alligator clip cable, then the alligator clip cable connects to the connector wire which plugged into the “Key” port on the Makey Makey.

The wires

Final Makey Makey Setup






2016年10月8日星期六

Week10 Prac B : Interactive Prototype II Test

In this week, we did the testing session for interactive prototype II. Before testing session, I prepared ten questions survey which created by “google form”, the purpose of this survey is for collect feedback from different users. I also prepared three tasks, and users need to finish each task one by one during the test session, these tasks were designed for two purposes.

Firstly, these tasks can help users gradually familiar with the game and game control, because not all of them know my concept, and some users may not even know much about the Pac-man game, also they have to use a new controller with novel physical input method. Secondly, user can provide some feedback for specific aspect of concept by follow the tasks. For example, I want to know how users feel about the physical interactivity when they use the control board with one hand and both hands.    

The tasks for test interactive prototype II:
Task 1:  
l  Move your Pac-man around in the map.
Task 2:
l  Complete a game with one hand and two fingers.
Task 3:
l  Complete a game with both hand and two fingers for each hand.
*reset the game after complete each task.

For more survey details, this is my survey link:

To prepare the test, I sign in a computer, copy the executable file and task list into this computer, then I open the game, task list, and survey web page.  In order to complete the test, I assign each user a role, one user is player1 and another is player2, then let them follow the tasks to start the testing. Another important activity is that I observe user’s emotional expressions and behaviors when they playing the game, then combine survey feedback, so I can obtain more valuable information about my concept.

Feedback

After my observation part, I have asked testers to fill in a survey for giving me some suggestions. Here is the outcome summary below.

Most tester finished all the tasks.










Summary


Based on the testing and observation, there are some issues that i need to improve.

- some users can’t remember the key combinations, and they need to look the instruction frequently
   
- the interface should provide more response

- one player can control another player’s Pac-man consciously or unconsciously

- players hit the reset button on accident

- direction indicators are overlap together when user press more than one key combinations at same time

Reflection


user’s opinion some time may divided into two very different directions, such as some users enjoy using fingers to against another player by interference controls, but some other user may hate it. So the challenge of improve your concept is can you find a way to satisfy both side users or you have to choose which side you stand for.

2016年9月24日星期六

Week 9 Interactive Prototype II Progress & Changes

In this week, I’m keep working on creating a game control board, also improve some elements of game interface.

According to the previous control board design, I cut the button in half, and use different side to connect the Makey Makey “Key” ports and “EARTH”port, so when user touch the button and make connection between two different sides, therefore, user can control game object by touching combination of buttons on the control board.  However, there is one problem may influence the button connection, because if users only touch one side of the button (left side or right side), then the “Key” ports would unable to connect to the“EARTH”port, then the connection failed.

Loss of control function is a big issue, so I found another way that can prevent this problem. I redesign the button shape, make two sides interlaced, so whether users touch either side of button, the control board can always build connection between two ports.

 Interlace two sides
User can touch each side


For the interface improvement, I added one new feature which is display the currently pressed keys to players. The purpose of this function is to help users to know which keys they are pressing, so they don’t need to spend time to check whether they press the correct keys.


For the coding, I create a private variable GameObject which is the key images, then hide the object, so after user press the keys, the corresponding image objects will display.


2016年9月17日星期六

Week 8 Physical Interaction Prototype Design

In this week, I have been inspired by some example of alternate modes of interaction, so I begin to design my concept controller which is the control board. The original idea is about creating a control board which contain six buttons, two players follow the key combination instructions and use their fingers to push buttons and then control the movement of each Pac-man.

According to the last interactive prototype test, some users give me a valuable feedback which is don’t make the control too complex for the player, so for the interactive prototype II, I will only test two combinations for each player. Moreover, Makey Makey only support 6 keys (W, A, S, D, F, G) and up, down, left, right, mouse left click and mouse right click, so I decide to use five keys set the key combinations (go up: W+A, go downS+D, go leftA+F, go rightD+F), because this combination is more simple and easy to understand.


Makey Makey keys&mouse
    Makey Makey keys  


 First step is preparing tools.

Tools:

Copper Foil Tape: I will use this to create buttons, because I don’t want player feel the buttons are hard to push when they play finger twister, so they actually don’t need to push the buttons, all they need to do is touch them lightly.

Cardboard: this card board will become the control board base, all buttons will place onto the smooth side, other lines will be placed on the back side.

Other tools: tape, scissors, tinfoil (for create “wire”)


Plan:

The plan is cut cardboard and creating a base board, then cut Copper Foil Tape into five circles with equal size, also cut the circles in half. After that, paste the circles on the cardboard, and drill two holes that the wire can connect the button through these holes. All circles left side will connect to the Makey Makey’s “EARTH” port, and right side will connect to each key port. 
Buttons & connections 
The interaction is that player can touch the button, then the connection create by players finger, the Makey Makey  through these wires to identify which keys have been pushed ,  then feed back to the game interface.
Interaction
The prototype progress:
This week,i create five buttons and some wires connection, may finished all the connection next week.
Control board front side (buttons)

Control board back side (wires)



Week 8 Alternate Modes of Interaction

In this week’s lecture, we were discussed about alternate modes of interaction, include tangible interaction, embodied interaction and augmented reality. The one example “super angry birds” is similar with my concept, we both intend to use physical & non-traditional method to implement the interaction between game and players. The super angry birds’ designer considered how to use related control to simulate the slingshot, so one of the most compelling things about this interaction method is it can provide a better sense of reality, player can feel they throwing these birds. For my concept, I also intend to create an interesting way to let user control the Pac-man game by interact with a physical non-traditional method which is the control board.  
 
Super Angry Birds

And then, we discussed about some non-traditional physical interactions that could be implemented for Email, Twitter, and Super Mario Bros. 

Email:

  • For the new mail alert, when user waiting some emails, the notification become important, one possible physical interactions could be a wearable shaking device which can let user know when a new email coming.
 
  • For send an email, user sometimes want send an email with hand write letter and attached file, so a physical device that allow users can all files and send digital version by a simple click.
  • For delete an email, when people want destroy a junk mail or some mail that contain sensitive information, they usually choose delete the email permanently, so a device that allow user tore up the physical letter, then the related digital version also destroy automatically.
  • For manage mail box, user can store physical mails into filing cabinet, if they want to check the email, they can plug the physical mails into the device and all related mail history will display.
  • For switch different mail box, some actual mailboxes – it could be set beside your bed that lights up in different colours for different kinds of emails.


Twitter:

  • For message notification, there is a bird nest, it can be set on your desk with a piece of spring, when a new message come, the bird will be ejected from the nest and sweet to remind you.
  • for message passing, there is a bird device that can read text message from twitter to users, and users can speak to the bird and put the bird back to its nest to post your tweet or respond.
  • For display some visual message, there is a mini projector in bird mouth, so any pictures from Twitter can be projected on a desk, windows or somewhere else.
  • Tab the bird’s head to like the post and switch its head for favourites.

2016年9月9日星期五

Week7 Lecture: Designing Questions For Testing

In this week, we learned how to make proper user-testing questions. So I revisit my survey from the video prototype, and try to find out what needs to be improved.

Video prototype survey:

Firstly, my survey questions composed of both qualitative question and quantitative question. There are two types of quantitative questions, one is a closed question which is “Do you like the way of interacting with this game?” and give the selections “yes” and “no”. according to the lecture, I think this question should change to a “Likert Scale” question, because it’s looking for user’s attitudes rather than collect fixed range of data. The second quantitative question is “Did you get what was the initial problem?” and this is a “Likert Scale” question, I think this question is on the right direction, because I want to know people whether understand the problem that my concept tries to solved.
quantitative question (wrong format)

Likert Scale question



Secondly, there is a qualitative question problem.  The problem is that there are lots of compound question within my survey. For example, one question is “First impression? & How do you think this game? (boring, fun?)”, it’s looks like I’m trying to collect different answers from one question, so a possible solution is that split the question into two different questions, one is ask user’s first impression, another is look like “how do you feel when playing this game?”.

Compound quesiton

Overall,  there are some rules for design qualitative questions  and quantitative questions. For the quantitative question,  it must designed as closed question, and the answers range should be fixed. If you want to collect user's attitudes, then use "Lukert  Scale" to explore the answers. For the qualitative question, we must avoid leading or compound questions, sometimes designers can easily make a compound question because they want collect related answers from different direction.

Week7 Prac B : Interactive Prototype Test


Before testing session, I prepared nine questions survey which created by “google form”, the purpose of this survey is for collect feedback information from different users. I also prepared three tasks, users need to finish each task one by one, these tasks were designed for two purposes.

Firstly, these tasks can help user gradually familiar with the game, because not all of them saw my video prototype before, and also some users may not even know much about the Pac-man game. Secondly, user can provide some feedbacks for specific aspect of concept by follow the tasks. For example, I want to know how is the Pac-man movement, then I ask user to finish a task like move Pac-man up, down, left and right.    

The tasks for testing interactive prototype I:
l  Task 1: Move your Pac-man up, down, left and right.
l  Task 2: Eat one big Pac-dot.
l  Task 3: Eat the Pac-dots as many as you can, and try to get more scores than another player.
*reset the game after complete each task.


Feedbacks from test session: