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:













2016年9月2日星期五

Week 6 CRC Card & Project Progress

This week lecture was looking more at coding aspect, and show us one technique for identify your concept class which is class responsibility and collaboration cards. Each card presents an individual class and include its responsibilities and its collaborators.

Pacman

Responsibilities:
Move-up
Move-down
Move-left
Move-right
Eat Pac-dots

Collaborators:
Pac-dot
Wall

In Class Card

Pac-dot

Responsibilities:
Eaten by Pacman

Collaborators:
Pacman

In Class Card

Wall

Responsibilities:
Detect Pacman
Hit by Pacman

Collaborators:
Pacman


In Class Card


Score

Responsibilities:
Detect Pac-dots
Add score

Collaborators:
Pacman

Pac-dots
In Class Card


This week's progress:
I create a new function that can destroy objects,so it's allow me to make the Pac-dots disappear when Pacman touch them. i attach this script to the Pac-man object, so Pacman can eat Pac-dots now.



another new function is about scores, this script give each player a initial score (playerscore=0) and add scores, then call this function when Pacman eat dots. next week i will focus on the UI part,which is display scores and instructions on the screen.




2016年8月26日星期五

Week5 Interactive Prototype I plan & The Progress

Plan

For the Interactive prototype I, I’m plan to test the game interface which created by Unity 3D, the interface includes the actual game map and other game objects (walls, bots). I also plan to test the gameplay which include Pacman movement and combination of keys. Two users will use one keyboard to control the game.

The purpose of this prototype is to test how the interface of new Pacman game makes people feel and the map is whether can working well with other game objects properly. Also it is to test the interactivity between key combination and players, how they feel about control game by using combination of keys.So this prototype probably is a diagonal prototype, because I want provide different tasks to the users for test multiple features of the game interface.

Progress

unity scripting
According to the practical  ponggame tutorialI understand the principles of Object Oriented Programming and how to work within Unity then I try to write the script for Pacman movement and key combinations.

For the Pacman movement, I’m using “Input.Getkey” to get the user key input, and lets them to control the Pacman. Because there are two players, and the size of keyboard, so I provide two different control area for each player.
Input.Getkey
Two control area

Map & objects creation
I have two options for the map creation. The first one is a maze, in this map, user not only play by press combination of keys, but also need to find a route for where they want to go. The second one is just a regular Pacman map, and players can move the Pacnman to anywhere they want to go. I think I can test both of them and find out which map is more suitable for players and “Finger Pacman” game itself.

Regular

Maze


For other objects, include the “pacman” and “pac-dot”, I create two different colour pacman for two players, red pacman and blue pacman, also add rigidbody 2D for each pacnman and add box collider 2D for all objects. 


2016年8月21日星期日

Week 4 Lecture Exercise

Exercise 1

In this week lecturewe discussed some questions about the car components.
Firstly, we were asked to list some components are relevant to driving behavior,

Here are some components discussed in my group:

Air condition control
Radio control
Navigation control
Steering wheel
light indicators
light control
gas indicators
gear control
speed meter
rear-view mirror control
parking assistance
side mirror control
Accelerator
Brake

and then we discussed which components are actually impact our driving. someone think that we only need some necessary components, such as steering wheel, accelerator, brake and gear control, then we can drive the car and go wherever we want. However, others think we also need light indicators, some light controls, because imagine everyone driving without light indicators, accidents will occur frequently, that why we need light indicators combine with traffic regulations to make this world better.

After that, we discuss two questions, What if change core components? & How would you test it?
The idea from our team was to replace the steering wheel with a controller, this controller is like a game controller, it can control the direction, speed and gears. So driver can control main function of the car by only use one controller.  The idea to test this concept was to set up a simulated car experience with this controller and dashboard, the controller link to the car simulator, and the front window is a screen which shows the simulated environment street. Then user can test the controller by driving the virtual car in to simulated environment, and they test the controller weather can work well.

Exercise 2

Alarm clock application for your smartphone
Can set, edit & delete multiple alarms
Can daisy-chain alarms - if one is allowed to ring out, another is activated automatically
Can set different tones for different alarms
Shake phone to snooze

In this part of exercise, we design a horizontal, a vertical and a diagonal prototype for this alarm clock application.

Horizontal Prototype

Horizontal Prototype focus on multiple features of concept, but not digging too deep, and the purpose is to show the full scope and capabilities of a product without necessarily having the interaction behind them. One design of Horizontal Prototype for this alarm clock would be a large prototype contain few screens, there are settings for alarm on each screen, the screen also shows the advanced options menu where daisy-chain settings and alarm tone settings could be found. there is a speaker and behind each screen, so if user set daisy-chain alarms, when one speaker finish the ring, another speaker will be activated automatically, also if user set different tones, the sound will be different. User also can shake one of screen to snooze.

 Vertical Prototype

Vertical Prototype is different with Horizontal Prototype, because it is designed to show the depth of an interaction rather than the breadth of possible interactions. we pick up one feature and show more details on prototype.  For example, a prototype for test “Shake phone to snooze”, this prototype would have sensor, and it can sense any shake from different directions. There is also a speaker, when user test this prototype, they can shake it in any positions, such as lie down or sit there. Then the speaker will make sound, and we will see how users to shake the prototype to make the sound stop.


Diagonal Prototype


This prototype is focus on several features and put them into real scenario and test the prototype is “working” or not. For example, a prototype for “Can set different tones for different alarms” and “Shake phone to snooze”, prototype would have sensor, and it can sense any shake from different directions. There is a speaker inside the prototype, user set tones for different alarms, user need to shake the prototype to stop the alarm when the alarm activated, then next alarm would activate and so on. This prototype provides both some scope and some functionality without representing the full capabilities of the intended design.