Project Finished!

We had a great show, good response from visitors.

Got awarded a distinction!! ooooh yeah! who the dady?!

And might end up commissioning the project for Ficitional Media .

Alls well that ends well :)

October 13, 2007. Uncategorized. No Comments.

The 5degrees Journey

hey Guys, good times! This is the first framework for the journey documentation.

Ive used a linear structure-time- (sorry Alan, not very Masterial I know) for now. I will try and design a way to communicate the information in a direct and nonlinear way.

 There are some gaps, I know. Im going to need everybody’s input here to complete the picture. I think we should focus on:

  1. What went wrong. Why.
  2. What went right. Why.
  3. How would we do it better next time.

JOURNEY

Defining the Team Structure:

  • Group based on positive work dynamic and not common area of interest.

Defining the Team Direction:

  • Finding differences, trying to combine them (non-linear narrative, immersive environment, collaborative networking).
  • Finding a unifying purpose: Social Change.
  • Writing Team Vision, Purpose.

Defining the Team Rules:

  • Writing Team protocol, signed.

Defining Project:

  • Indecision between two areas: Travel—Immigration
  • Travel chosen
  • Writing Items- what, why, who and notes.

(too early to determine the what. Narrowed down the who: (F.I.T and Local inhabitants))

Project Scoping:

  • Contextual Research (web 2.0 travel, technology, RCA exhibition)
  • Target audience research (online questionnaire  -travellers needs/wants)

Concept development:

  • Online Brainstorming(failed)
  • Studio Brainstorming(success)
  • Evaluation (criteria) -contextual research- 6 ideas.
  • Concept testing: 4 scenarios→ focus group+quesitonaire
  • Writing Concept Statement

Timetable 1 :( Marcela)

  • Project production overview


Defining Roles:

  • Initial roles :P M: Marcela, Usability:June, Interface: Da Wei, Concept Development/?:Siddhi ?:Sheng
  • Change of Managerial Role.-Confusion with overlapping roles, Time Wasted.
  • Final Roles: PM: Sheng, Interface: Da Wei, Usability:June, Concept design/User experience design: Siddhi, Interaction Design:Marcela.

PRODUCTION

Interface Design:

  • Content design.
  • Website structure.
  • Modifications.

Interaction Design:

  • Flow Chart
  • Modifications
  • Content Design

Local Users Survey

  • (late, forgot to research local users)

Audio User Experience Design:

  • Talk with Gavin O’Caroll (narrative structure)
  • Talk with Tassos Stevens and Annette (urban game developers)
  • Interview with Alex Fleetwood (hide and seak)
  • Interaction Design
  • Narrative design
  • Scripting
  • Recording
  • Modification

Timetable 2: (Sheng)

  • Project Overview

Promotional Video Production:

  • Storyboarding
  • Shooting
  • Animation
  • Editing

Website prototype testing 1 and 2
Audio journey testing 1, 2 and 3



The Quest for an Angel Coder….to be continued

August 29, 2007. Journey. 1 Comment.

Pepole Watching, inside an urban game

June and I were actors in Tassos new game during his playtest  on Monday 27th

These are the learning outcomes:

  • Target audience for urban games is young theater types, comfortable with extroversion.
  • Games require careful organization (ours is self policing).
  • Annette used focus group for feedback.
  • Perceptions of urban space are altered and social dynamics change.
  • Tassos strives for simplicity, narrative/poetry, positive game play and engagement

August 29, 2007. Uncategorized. No Comments.

Final test preparations

  1. Test has been delayed till Friday 6:45
  2.  So far the audio is finished, Da Wei helped me to add ambient music to heighten emotional engagement.
  3.  I have sent Tassos the two email invitations with the links to the mp3 and the video.

Final Testing is going to be the climax of the whole project…im nervous.

August 29, 2007. Uncategorized. No Comments.

Testing version 2

Tested version 2 yesterday 2:30 pm with the team members.

Taking into consideration that they have heard the narrative before, are familiar with the route and all know eachother the results of testing are to an extent flawed. However we got an indication of possible problem areas where the functionality of the audio didnt work.

June wrote an a report about it:

Testing results verison 2

August 26, 2007. user experience design. No Comments.

Alex Fleetwood Notes.

Resume of interview.

Urban Game design methodology

  1. How do we control this game in a public environment?
  2. Can we make the game self-policing?
  3. In what ways will players interact with the public, and how can we make these interactions positive?
  4. What is the narrative of our game?
  5. How do players’ expectations (paranoia, enthusiasm, imagination) affect their game experience?
  6. How much is the narrative of the game pre-set?
  7. What are the outcomes of the game?
  8. How can players record their experiences?
  9. Keep barriers of entry as low as possible.
  10. Successful urban games evolve naturally out of simple rulesets, transforming players’ urban experience as they go.
  11. Narrative helps players project beyond their usual understanding of the use of a public space.
  12. Feeling uneasy can be a really good part of playing an urban game – nerves, uncertainty are big adrenaline drivers and heighten experience.
  13. Avoid the wrong kind of conflict during the game.
  14. Officials and security personnel could easily seize upon the “passenger rebellion” narrative as an excuse to give you hassle.

August 20, 2007. user experience design. No Comments.

Interview with Alex Fleetwood from ‘Hide and Seek’

Interview was conducted via email because Alex was in Sidney shooting a film

  • Whats your first impression of the idea?

Audio guided urban games are a great concept. One of the great frustrations about travelling in foreign cities is the constant sensation that if only you knew a local, you would be getting a much richer experience than the one available from your guidebook. I think from your description that this is something that a large group of people play at once – so that they can finish at the same time. From the perspective of getting travellers and locals to collectively participate in an event, generating social contact, this is great – but I’m confused as to how you square this with something that can be downloaded from a website. The event is time specific but an online travel guide should be usable by anyone at any time…

  • Have you ever used sound in this way, ie. to giving instructions to the player?

It’s a common tool. I’ve used it in chase games, where players have to answer a ringing phone to get instructions as their next location, or by iTrips (portable radio transmitters) where players are hearing one end of a conversation at one location and need to match it up with the other half of a conversation (being broadcast in a different location on another iTrip), or by telephoning a hotline, etc. I’ve often thought that irreverent museum guides downloaded to your iPod would be a really fun thing. There was an interesting game in Come Out and Play 06 where players went on an audio tour of Baghdad at locations across New York. It mashed up the audio of Bagdhad with the visual of NY to notable effect.

  • Do you have a process or methodology when you design urban games/experiences?

We’re evolving one… Traditional principles of games design all still apply. http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=10659. Other questions that we tend to ask are: How do we control this game in a public environment? Can we make the game self-policing? In what ways will players interact with the public, and how can we make these interactions positive? What is the narrative of our game? How do players’ expectations (paranoia, enthusiasm, imagination) affect their game experience? How much is the narrative of the game pre-set? What are the outcomes of the game? How can players record their experiences?

It’s best to keep the barriers to entry as low as possible. Requiring players to download something and arrive at a specific time with it loaded on to headphones is already quite a substantial undertaking.

Successful urban games evolve naturally out of simple rulesets, transforming players’ urban experience as they go. Narrative helps players project beyond their usual understanding of the use of a public space. These thoughts are all quite random… Apologies I don’t really have time to think this through properly…

  • We want the players to interact with each other without feeling uneasy. In your experience what’s the best way to achieve this?

Feeling uneasy can be a really good part of playing an urban game – nerves, uncertainty are big adrenaline drivers and heighten experience. For example in Cruel 2 B Kind (www.cruelgame.com) when you don’t know whether the people you’re about to compliment are players or not. However what I think you mean is how do you ensure positive interactions. Make the things you ask people to do to be positive – again, in C2BK, you are paying strangers compliments, so even if you do try to assassinate a complete stranger, they are unlikely to mind! Your conflict to a megadeth soundtrack – a gun fight – has the potential to be quite aggressive. You might want to reinterpret it in a way that takes the potential for the wrong kind of conflict out of the game.

I’d also be concerned about running a game on London transport that takes ‘passenger rebellion’ as it’s theme. That’s quite a sensitive location and a sensitive topic. Remember that you are enabling a group of playful strangers to project a narrative into a public space… Officials and security personnel find this very challenging and could easily seize upon that narrative as an excuse to give you hassle.

  • Our biggest limitation is the fact that players cant talk to eachother because they have earphones on. How can we get the players to collaborate without the use of language?

text message? taking the headphones off for a sec? Playtest the game and the solution will become clear.

  • Any other comments?

It’s hard to offer more constructive criticism without more information to hand. If you want players and constructive advice I suggest you email mr_reelings_assistant@gideonreeling.co.uk and ask if anyone from Hide & Seek can come down and play. They’re playtesting some games for come out and play Amsterdam next weekend & you should get involved!

Thank you very much for lending us hand with this. None of us have had any previous experience with this so we are all running blind at the moment.

everyone working in the field is running blind… that is what makes it so exciting.

August 20, 2007. Uncategorized. No Comments.

Tassos and Associate -discussion outcome

These are the notes form the fruitful talk with Tassos.

The missing voice (Case Study B) by Janet Cardiff

http://www.artfocus.com/JanetCardiff.html

“It is an audio tour that leaves from the Whitechapel Library, next to the Whitechapel tube stop and snakes its way through London’s East End, weaving fictional narrative with descriptions about the actual landscape. ” (wiki)

  • Made in 1999 as a commission, probably still active.

Casablanca the Game

http://casablancathegame.com/

Casablanca is a social networking game that is played over a period of several days. It’s like a cross between Facebook and the game “Mafia”.”

“The goal for a Resistance player is to create the largest social network that they can, without it being infiltrated by Occupation ’spies’.

  • Using profiles as part of the narrative

Ideas and suggestions

  • Physical correlation with sound.
  • Add intro to interviews.
  • Whats the worst case scenario? get lost?
  • Fake locations, blurring of fiction and reality.
  • Clear decision points in advance.
  • Create a buddy system to make sure everybody is on track.
  • Produce a guided oral talk by allowing players to take one earphone off.
  • Distribution of knowledge is a great tool for group collaboration.
  • Use punctuation marks.
  • Tasks should be small and should be taught in advance: collect paper cups.
  • Tasks that can only be solved collectively.
  • The general structure has to be robust but allow for some space for action and choice.
  • In the style of a propaganda broadcast/news cast.
  • Giving roles to the players: surveillance, leader.
  • Secret signals.

It was a great talk, they have invited us to one of the games that they designed. Its on the next bank holiday Monday.
As I was writing this I realised that ON TRACK is a great name for the project, better than here go. Are you ON TRACK? means are you in the right way. Also its turn the sound track ON. I know its last minute.com….

August 20, 2007. user experience design. No Comments.

Update on the last two days

Map

Having, designed scripted, recorded and tested the audio these conclusions were attanined:

The timing was way off

  • Remeasured it today with markers and milestones.
  • Use of stop points to gather slow walkers (possible interview site).
  • Possibility of using the pause button and getting users to simultaneously restart.

The instructions were too vage and didnt stand out

  • Need to higlight instructions from narration (beep).
  • Need to repeat instructions.
  • Need to warn in advance.
  • Reassure the user that they are on the right path.
  • Use visible landmarks to guide.

The intro was too long

  • Reduce the length by cutting out Peter Greenfields dialog.
  • Encourage team awareness and physical exercise from the start.

The story line generates interest

  • Build on it by adding “conspiracy theories” and mixed reality info.

The interviews are too sudden and too many

  • Introduce the speakers.
  • Relate the interviews to the space.
  • Make them more part of the story.

Gun fight is fun but limited interaction

  • Add elements of tactics, little tasks such as cover, duck surveilance…

No speaking= low social exchange

  • Take one earphone off and give instructions for oral dialogue

Tomorrow I will design the interaction and re-right the script, huff…

August 19, 2007. user experience design. No Comments.

Narrative Structure (heros journey, Campbell)

  1. The hero starts in the ordinary world
  2. Call to adventure out of the ordinary world
  3. Refusal to the call
  4. The mentor dispels the fears and doubts
  5. Crossing the threshold into the special world, with help of mentor (falling into the unknown)
  6. Meet allies and enemies, tests, big ordeal ends in death and rebirth
  7. Final showdown, Climax, Resurrection (sacrifice)
  8. Return back to ordinary world with a reward
  9. The hero is transformed and shares his new found knowledge with others

August 13, 2007. user experience design. No Comments.

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