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:
Alex Fleetwood Notes.
Resume of interview.
Urban Game design methodology
- 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?
- Keep barriers of entry as low as possible.
- 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.
- Feeling uneasy can be a really good part of playing an urban game – nerves, uncertainty are big adrenaline drivers and heighten experience.
- Avoid the wrong kind of conflict during the game.
- Officials and security personnel could easily seize upon the “passenger rebellion” narrative as an excuse to give you hassle.
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….
Update on the last two days
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…
Narrative Structure (heros journey, Campbell)
- The hero starts in the ordinary world
- Call to adventure out of the ordinary world
- Refusal to the call
- The mentor dispels the fears and doubts
- Crossing the threshold into the special world, with help of mentor (falling into the unknown)
- Meet allies and enemies, tests, big ordeal ends in death and rebirth
- Final showdown, Climax, Resurrection (sacrifice)
- Return back to ordinary world with a reward
- The hero is transformed and shares his new found knowledge with others
Defining my role: User Experience Design
Definition
“User experience is a term used to describe the overall experience and satisfaction a user has when using a product or system.It most commonly refers to a combination of software and business topics, such as selling over the web, but it applies to any result of interaction design.” (wiki)
Based on a single or series of interactions and first-hand impressions with a product, or system, users create a rich experience that can be satisfactory, engaging, enjoyable, etc. When we begin to speak about the design of this experience, we are referring to the planning and construction of the various parts that will affect the experience.
Due to the wide spectrum of elements that need to be considered when designing a user experience, the field encompasses many disciplines ranging from marketing and business to aspects of graphic design to ethnography, linguistics and psychology to computer science and much more.
Process
- Designers must first discover who these users are which results in the definition of user personas.
- Formulate the system design: what features will this system have? Content Requirements
- How should the features of the system work? Navigation, Structural Interface design
- How should they be organized? Interaction design, Functional specifications.
- Overall production of a skeleton which includes functional specifications documents, content matrices, wireframes, sitemaps and task flows.
Observations
- It’s clear that we can’t remove an experience from its context. Context is the unique history of the individual having the experience; it is context that gives experience meaning
- Designers design occasions for experiences; experiences themselves are personal. Different people have different experiences in (what are supposed to be) the same situations.
- The user brings a unique set of perceptions – perceptions rooted in unique personal histories – to everything they experience.
- How can designers create opportunities for meaningful experiences for people they don’t know? By paying close attentions to patterns. What we call experiences typically happen in clusters.
- A designer wishing to create an experience knows the relevant triggers, signals and indicators
Sources
http://www.uxmag.com/features/101/experiencing-and-designing-experience?pg=2
http://www.paradymesolutions.com/articles/what-is-user-experience-design/
Notes on Gavins Talk
These are the notes from the helpful talk with Gavin O’Carroll @ makemode.
Need for a narrative structure for the Audio expereince
- Transition from ordinary world to “special world” and back to ordinary.
- Challenges, ordeals and flights.
- (The Writers Journey).
User Perspective
Users are naturally insecure in these situations, we need to minimize risk and fear by:
- Providing rewards.
- Defining clear boundaries and goals.
- Making them work as a group (not as individuals).
- Giving feedback on actions (thats the right way, well done).
- Having a leader guide the experience.
- Making choices small so as to reduce stress and failure.
- Making users do something stupid together to let go.(Fun Federation)
- Circles are conducive to equality in the group.
Suggested Ideas
- Make a game in parts of the narrative to provide challenge (treasure hunt).
- Focus on the issue of getting locals on the street to participate on the experience.
- Use locals in fruit stalls as guides.
Issues
- Local and Traveler have very different confidence levels in London. How can we bring them to the same level?
- If we dont have a person guide, users might get confused or loose confidence.
- Dont try to design a whole new game, you will get lost.
Audio user experinece design
Having a hard time working out a rigorous way of designing the audio user experience. Ive decided to use a storyboard format as its easier to visualize human interaction.
This is some contextual work based on Sandras lectures to understand what kind of interaction we want.
Communication
“an activity in which symbolic content is not merely transmitted from one source to another, but exchanged between human agents, who interact within a shared situational and/or discursive context”.
• transmission: communication has the purpose to deliver a message from one individual to another, or from an institution to an audience.
• exchange: the exchange of data (message) creates an interaction between the parties involved.
• generation of meaning: in order to communicate one can use different symbolic forms which are recognised within a specific culture.
• context: the creation of meaning needs a shared cultural context.
• discourse: the creation of meaning through the rules of linguistics
Verbal/Non-Verbal
1. body language – expressive gesture belonging to individuals, whether intentional or unintentional (sign language)
2. pictorial – such as representational drawing and fine art
3. graphical/symbolic – diagrammatic and non representational
4. music (NB: not everybody agrees)
Research- McQuail, Shannon and Weaver
Mc Quail
Shared experience
Social context
Common language
Intention/interpretation