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Potential Interactions:

Week 10 - What might players interact with or do in the space?

PLAN

For this section of Phase 4, I intend to explore options for player input and interactions. I plan to brainstorm potential interactions that might take place and explain how these might work in-game. By the end of this section, I hope to achieve a more refined player experience by thinking about what players could do during the game to encourage emotional and physical regulation.

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Phase 4 - Interactions

On this section I will be exploring the type of interactions that'll take place in the space. I plan to mind-map potential interactions first, taking into consideration our essential experience and the most important components of our game such as visuals and sound. This might lead to players interacting with this in some way. 

ESSENTIAL EXPERIENCE

Interactions

Looking back at our essential experience, it's essential for the game to have some kind of interactive element to it to keep players focused. We then established a way to incorporate regulation techniques into the gameplay which would result in players responding to these practicesand therefore, feel a change in emotions compared to how they felt before the experience. After identifying suggested/proven processes, we prototyped this game idea involving 2 techniques which would benefit players. One of which involved breathing with the beating pulse displayed on screen, to decrease fast heart rate and steady breathing. Although, from this we evaluated that it was quite hard to find ways to integrate these in-game, and we're determined to look into alternative interactions.

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THE PHYSICAL SPACE

Interactions

In terms of the physical space, my research within Phase 3 'Technology Research' explored the different technologies and devices we have available to us. This also included how we could use the features of 'The 6m Cylinder' to have players interact with their 360 degree surroundings. However, these features could also be integrated into our own box if we were to build it ourselves. From this research we also established our options for player input, which we can expand on once we have an idea of what the interactions might be:

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Possible Input Methods

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Motion Tracking - although I established in my research that this would require set up and wouldn't be appropriate for our game.

 

Gesture Control/Motion Sensors - to have the display change/alter in some way once players interact. This gives the player agency in the environment. Gesture Control allows for players to interact with the system without the need for physical input. The system will then recognise these movements and translate them into interactions with the space.

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Controllers - 'The 6m Cylinder' has the ability to be hooked up with an external controller. These controllers could be used to interact with the environment in some way. This could even be to complete puzzles in the environment however, I feel as our main focus is sound and visual, the interactions shouldn't be too complex. We could consider 'Touch Controllers' or a PS5 controller, as these are both examples of controllers with realistic haptics which would stimulate players sense of touch. Within our essential experience we identified stimulating the senses as a major focus of our game - this increases engagement and allows players to focus on the present moment.

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Phone/Tablet - The Cylinder also has the opportunity to link a phone/tablet to its display, meaning players could be in control of what is displayed through their own mobile or a provided mobile/tablet. (The Igloo App) We would have to consider advanced controls to make controller mapping as accessible and inclusive as possible.

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The 6m Cylinder - what input options do we have available to us? (Gamification in green)

The Cylinder has the opportunity to use a mobile device or tablet to interact with the 360 degree display. Users can do this through the 'Igloo' application which lets people search the web, draw, create annotations or use a controller linked straight to the screen.

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Application: Igloo Touch by Igloo Vision - links straight to the Igloo in your location.

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Keeping these in mind, we can brainstorm a series of potential interactions for the physical space and take forward what we think could be most beneficial.

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  • Opportunity to draw onto the display, with a range of colours to choose from.

  • Chance to erase and edit drawings - maybe players can draw onto an existing environment to adapt it or personalise it.

  • Use of controller using inputs 'X, Y, A and B' similar to how keys WASD might interact in-game - maybe players use these keys to interact with their 360 degree surroundings, and each key has a different mechanic. But, it'll be important to not overload interactions onto users or make them feel overwhelmed by sound, visuals, movement and interaction. We believe keeping interaction simple is best.

  • Your own mobile can be turned into an interactive controller - point and click (as you can see the + sign) or as an alternative controller. This allows us to link the display to Unity and run the game from there.

BRAINSTORM!

Potential Interactions

We began this process by thinking about the research we had both done throughout Phase Three to support our ideas. The majority of this included self-care practices which could be undertaken from the comfort of your home which results in emotional and physical regulation. These practices are fun and playful, simple activities which can be performed by anyone and don't feel like you're using them for that purpose. I think the most important thing about self-care techniques is that they don't require professional support or rely on communication - this takes away the 'therapy' feel to it, and is far less daunting. During my project ideation, I applied 'Gamification' to these techniques to establish ways these could be turned into game elements/interactions. This led to our idea of 'The Customisable Space' which relied on customisation of the physical space however, we felt this wasn't too exciting and essentially quite boring compared to what else we could do with the space.

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Taking into account what we had learned previously about regulation, immersion, sensory rooms and immersive technology, we were able to use this to enhance our ideation and establish new alternative interactions.

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Research that influenced this brainstorm can be found here:

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Regulation -  I researched into what regulation was and how we can encourage this through specific practices and techniques that can be used in both adults and children.

Sensory Rooms -  My research into sensory rooms has given me insight into existing physical interactive objects such as Interactive Panels and Light boxes.

Immersion -  My research into immersion allowed me to understand how we can engage players into a physical space using game elements such as sound and visuals.

Technology - I researched and discovered immersive technology such as surround sound, spatial audio, methods of input (gesture control) and projection mapping which resulted in our decision of a physical box. I also learned ways we could implement this into our own box! I gained inspiration from this regarding how we could use physical spaces, for example the existing Electric game Box at Gravity, London.

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THE BRAINSTORM

Potential Interactions

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We based our brainstorm off ways to regulate emotions as this is our main aim/intention so felt here was a good place to start. At the end of the day, it's important for gameplay to fulfil our project goals just as much as other game components. We already know sound and visual play a huge part in achieving immersion and engagement, but it's time to assess how in-game interactions and mechanics might do the same.

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Summary of Ideas

Self-care soothing techniques:

This might include self-care methods such as having a hot beverage, arts and crafts, doodling, colouring or interacting through art in some kind of way. This is usually more physical, and can involve interacting with things that bring you comfort. Although, this often depends on the person. Choosing these specifically might not be as effective for some people. (Some people find comfort in art whereas others don't)

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Customisation:

This gives players the opportunity to have control over their surroundings. Similar to one of our 3 game concepts it might include choice of environment and sound. Often, players are provided with a customisation element to make the game feel more personal to them - can be achieved through custom avatars, clothing and vehicles etc.

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Grounding Technique:

This involves the 5 senses. It requires players to point out 5 things they can see, 4 they can touch, 3 they can hear, 2 they can smell and 1 they can taste. The issue with this is, it's often useful in a busy environment, to separate the senses and avoid overwhelm. In a physical space like ours, it will not be layered with sound or visuals to avoid this happening. We have already incorporated the senses into the experience through capturing visuals and sound.

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Physical Exercise:

This can involve any simple activity to relieve stress and anxiety. The use of a physical space already encourages physical movement, but we could incorporate more of this through physical interaction with the environment such as stretching or touch-screen input.

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Take Notes/Reflection:

This can involve documenting and discarding notes written about the experience - or kept to reflect upon at a later date. Similar to journalling or diary writing as it encourages people to reflect upon their feelings and emotions in a creative format. A possibility could be to have players use another means of communication to do this e.g. small drawings/illustrations rather than writing. This influences players to focus on the positive parts of their experience whether that's during or after it.

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Mindfulness:

The process of mindfulness is being present and aware in the moment! This can involve engaging your senses and observing the environment. This is a commonly used practice however doesn't involve much physical interaction.

EVALUATION OF IDEAS

Before I identify the most suitable interactions in-game, I am going to consider the requirements for them. What must the interactions do? Make players feel?

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REQUIREMENTS

  • Interactions must require focus but not too much thought

  • Interactions must be simple and intuitive

  • Benefit the player in some way - ideally encourage regulation both emotionally and physically

  • Playful yet tactile

  • Be engaging

  • Be of interest to players

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Based on this, we both felt that involving physical exercise and reflection into our gameplay experience would best fulfil our project goals. A huge part of emotional regulation is being aware of how you feel and being able to identify the cause of this, as well as separating your feelings - this is a process in itself. In addition to this, I found that reflection is a great way to come to terms with your feelings and be able to communicate them, this helps you deal with similar future scenarios. Physical activity is self-explanatory, and our physical space accommodates for this as it encourages players to interact with their physical surroundings rather than sitting at a desk or in a fixed position. Interactions that could come from this might involve motion sensors as their main form of input, as this requires body movement and essentially, exercise. (This encourages physical regulation)

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How could we implement these interactions in-game?

What will interactions be like?

Input methods?

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It's necessary for us to take our preferred forms of interaction and brainstorm how they could be integrated into our physical space idea. Similar to my Project Ideation during Phase 3, I will be thinking of alternative ways for players to use these practices in-game.

To do this, I will be using a 'Miro' board to mind-map our chosen interactions and 'gamify' them:

GAMIFICATION -

MIRO BOARD: https://miro.com/app/board/uXjVOTggARA=/?invite_link_id=819383713933

Our chosen regulation practices

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How might players interact with these in a game-like environment?

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  • Reflection methods - journalling, note taking, doodling etc

  • Physical Activity - stretching, walking, running, yoga, any form of motion etc

  • Observation - observing the surroundings, focus on senses

  • Customisation - customisable options, give players agency and control

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PHYSICAL ACTIVITY

The use of a physical space already encourages physical activity however, we could enhance this by using motion sensors/gesture controls to allow players to interact with the environment through movement. This could be in the form of touch screens or motion tracking. During Phase 3, I gathered inspiration into immersion and sensory rooms and came across the following which might be of interest to us:​

  • This player has agency and control over what is displayed in their environment​

  • Set up via motion sensors/gesture control so what is displayed is completely in the users hands

  • This encourages motion and body movement

  • Beach projection

  • Touch-screen surface

  • When players walk on it, the sand forms the shape of their footprints

  • This makes players feel as though they are changing the virtual environment underneath them

  • Sensory room

  • Consists of interactive elements placed all around it

  • Interactions involve light, body movement and more

  • Requires focus but is still playful

OBSERVATION

I thought of ways players could interact through observation. This might involve interacting with the environment or changing it in some way. Ways to do this might include touch screens, motion sensors or external controllers. The use of the 6m Cylinder allows players to interact through mobile or tablet devices, but also has the opportunity to link touch controllers or console controllers for example. I have created a mood-board of controllers or other input methods which could be used to interact with the environment in some way. I discovered most of these throughout my Technology research and Inspiration page in Phase 3. These could be used to control parts of the environment, but it's up to players which parts they choose to interact with - this can be purely based off observation and what interests them the most.​

  • Playstation move motion controllers

  • PS5 controllers - provides haptics

  • Touch controllers - VR controllers that provide haptics and stimulate realistic sensations/interactions

  • Motion sensors to pick up body movement

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PINTEREST LINK: https://pin.it/1YPq1p3​

CUSTOMISATION

Similar to one of our three game concepts in Phase 3, customisation could be another option for the space. Although, we found our initial idea quite boring and not as interactive but we could allow for players to customise the space while being inside it, and main gameplay would involve them interacting using one of the input methods above, to add elements, take away or change the environment in some way. Within my Inspiration page, I came across 'Nature Treks' VR which allows players to interact with custom options and enhance the appearance of their environment. Below is a video of me playing the game and using options to change the world around me. This could be a great way for players to interact with their physical space by changing elements that are relevant to our games visuals/art style. But, we don't want to take too much of the players focus away from sound and visuals.​

  • Players interact with their environment using Touch Controllers

  • Players have options for environment including lighting, time of day, nature and animals

  • Players can walk around their own adapted environment

REFLECTION

Reflection is an important aspect of emotional regulation as it enables you to be aware of your feelings and think about ways to manage challenging or overwhelming thoughts. I thought about ways we could incorporate this both during and after the experience. The most important elements of our immersive space are the sound and visuals displayed and we have done a lot of research regarding the importance of this for player engagement and achieving full immersion. Because of this, I thought about interactions that might take place after the experience. After discussion with Kiera too, we thought about a 'post-experience' reflective mobile app/game that encourages users to think about the previous experience and really engage with their senses. Within my Regulation Research I learned about the importance of self-reflection and documented ways to do so, this might include journalling, drawing, doodling or other forms of art. It often doesn't rely on communication which makes it easy to be direct with your feelings and note them down. A post-experience form of reflection would allow players to focus more on the engaging elements of the physical space like sound and visuals, which we established were the most important.​

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Reflection techniques mood-board:

  • To-do lists - to organise and schedule better

  • Diary - to keep track of what's happened during the day, totally personal and private

  • Daily plans/agendas

  • Doodling similar to sketch-notes but with feelings/emotions

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PINTEREST LINK: https://pin.it/7qGYcSv â€‹

EVALUATION & MAKING DESIGN CHOICES

We have a plethora of interaction options here but to identify the most suitable one, I am going to remind myself of our Target Audience, specifically looking at user needs and what would benefit them the most.

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PERSONA

One of our Persona's was 'Emma Richardson' an 18 year old student who struggles with work stress and keeping on top of her responsibilities. I then went onto thinking more about pain-points and needs of users. Specifically looking at Maslow's Hierarchy of Needs, considering the need for safety and actualisation.

WHAT ARE OUR USERS NEEDS?

Our User's needs involve a safe space to escape and regulate these feelings of stress or overwhelm that might be caused as a result of workload or overwhelming responsibility. We established during early stages of our project that students typically struggle with managing these tasks and find themselves lacking motivation due to these feelings. Because of this, we can consider which interaction/gameplay will best suit these player needs and benefit them in the long-run.

DESIGN CONCLUSION

After discussing the potential interaction choices with Kiera, we believe a supporting application to encourage self-reflection would work best with our physical space idea. It doesn't take the attention away from the immersive features of the space, but adds another element of interaction to it. This way players can focus on their immersive surroundings, and reflect upon their thoughts and feelings after.

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We know the aspects of the physical space we design will be just as effective on its own, but we'd like to create a supporting application to take it that little bit further. In terms of our players needs, this application could help with self-reflection, organisation or planning to make players feel more in order, and provide them with the motivation and next-steps to do so.

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To conclude, we have chosen to include a 'post-experience' supporting mobile application which players can use after their experience with the physical space, to reflect on how they feel and manage themselves better - we intend to provide them with a playful and fun way to do so. As for the physical space, we intend to keep interactions to a minimum, as for right now we haven't established the interactions that might take place inside the room, but to avoid creating a bigger scope, we will propose to make an immersive physical space with a supporting reflective app. I will also document ideas for interaction within my Visual Direction section. Anything more can be considered in Semester Two, during the design stages and a lot of User Testing.

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I have begun to refine this idea on my previous page: Refining an Idea.

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