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Prototyping & Testing:

Phase 3 - Protoyping and Testing our Ideas!

PLAN

1. Prototype 3 ideas - use resources such as paper, cardboard, lego.

2. Demonstrate how ideas work, interactions and mechanics.

3. Test ideas - what went well and what didn't? How did they feel during the game? What changes can we make?

4. Present distinct ideas.

WEEK 7-8 - Prototyping & Testing the effectiveness of our Ideas

During this section I will be documenting my own prototypes for my game ideas as well as collaborative work with my teammate Kiera. Using these prototypes I can evaluate the effectiveness of our ideas and see if they fulfil our Project Goals and work the way we expect. I will also be testing some prototypes during this section and using User feedback to make changes where necessary.

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My initial game ideas can be found here: Project Ideation

WHERE TO BEGIN?

To begin I will start with prototyping a demonstration of our first idea. Throughout these prototypes it's important to refer back to our Essential Experience and Project Goals to ensure we are on track.

PROTOTYPE PROCESS

Interactive Room Demonstration

 

During Week 8 Emma taught us a technique to understand the basics of Game Design by distinguishing Verbs, Rules and Mechanics. This is a prototype made using a similar approach.

(Can be found on my Notion)

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WHAT DID WE DO?

We began by creating a net for a box which could be made into a 3D interactive space. We used red dots to symbolise the interactions around the room and used a Lego man to represent the User.

PROTOTYPE 1

Interactive Room Demonstration Video

 

I have created a stop-motion animation to demonstrate the gameplay and basis of this idea. The main activity involves the User entering the physical space and immersing themselves into the surroundings.

KEY

Lego Man - User

Box - Physical Space

Black Straw - Speakers

Red Dots - Interactions

Sound - Relaxing/calming music and nature sounds.

Kiosk - Hot beverages before game

GAMEPLAY LOOP

The User begins by entering the physical space feeling overwhelmed and a little anxious, where they can listen to immersive sound and interact with their surroundings. The User has the opportunity to engage their senses into the environment. Our essential experience is based on engaging players and providing them with a calming experience to encourage emotional regulation, so the gameplay will consist of basic interactions integrated into the surroundings.

FEEDBACK/IMPROVEMENTS

What kind of interactions will take place in the environment? Speaking to people in the class it's evident that they'd like to be aware of the kind of interactions that might take place around the space. We will have to consider the kind of interactions that will fulfil our Project Goals, what will make people feel calm? This might involve simple interactions however still require full focus, or physical regulation techniques that Users can physically 'perform'. This ensures players get involved in the game and increase player engagement.

NEXT STEPS

Our next steps for this idea will be to consider what kind of interactions will take place around the environment. We must also think about how these interactions will work input wise - will players have a controller in this space or will there be motion tracking. Throughout Phase 3 I intend to do research into Immersive Technology, physical spaces and regulation techniques which will be suitable for this idea and we can explore the use of different possibilities.

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Research can be found here:

Immersive Research

Immersive Technology

Regulation Research

PROTOTYPE 2

Interactive Room Development Demonstration 

 

I expanded and developed our first Prototype by creating an iteration of our first idea involving the kind of interactions that might take place. From my research in Phase 1, 2 and 3, I am aware of the kind of techniques that help to reduce feelings caused by stress/anxiety, so I have implemented these into the environment and shown how a User would interact with them. Music Psychology Research & Phobias - self-care research. Since then, I also visited two interactive spaces which we could use for this idea. The Astrodome and The 6m Cylinder. (The Igloo)

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These are both physical spaces which blend both physical and digital worlds. We can take advantage of the features of this space such as 360 visuals and surround sound which would work well with this idea.

WHAT DID I DO?

 

I used Lego to build the physical space which represents the '6m Cylinder' and demonstrated the change in emotions through the Lego User's facial expression before and after the game. I made this into a stop-motion animation to establish the gameplay experience. In the video the music represents similar to what players might hear during the real thing, as well as examples of what players will be doing.

GAMEPLAY LOOP

The User enters the '6m Cylinder' where they walkthrough an environment of immersive sound and visuals. Integrated in the environment will be physical regulation techniques which players will have to respond physically to in order to be effective. These techniques will leave them feeling refreshed, regulated and recharged. Research into other possible interactions can be found here: Regulation Research

INTENTIONS

I intend for Users to use this experience during sensations of anxiety, overwhelm, panic and stress. This gameplay experience is meant to provide them with the means to reflect upon how they feel and give them methods to reduce these feelings. The techniques integrated around the room will influence emotional regulation as well as the composed soundtrack/sound effects players will hear while playing.

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LIMITATIONS

The limitations we face from this idea is being able to achieve so much in so little time. However, if we focus on the important aspects of the game, there's no need to complicate it and I believe that Kiera and I can create a functional and successful outcome. If we were to encourage this idea in all schools, we would have to consider how to make it available when it's needed - what if the space is occupied during times of need?

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MECHANICS

  • Users can explore and observe their digital environment.​

  • Users can interact with their surroundings through physical input (and maybe controllers or motion tracking)

  • Interactions will involve breathing with the beating pulse or stretching to reach the 'lit up' lights.

  • This game is primarily based on performing regulation techniques in an immersive space.

WHAT WENT WELL?

The use of the 6m Cylinder allows us to achieve full immersion and increase player engagement. We can take advantage of its immersive features like surround sound, which also allows us to focus on the music played in the space  - which from my Music research we know can be composed to evoke feelings of ease. We can also experiment with other physical spaces to fulfil this idea which can be passed on to schools/universities as a compulsory intervention for all campuses.

IMPROVEMENTS/NEXT STEPS

I'd like to do some User Research and Surveys into the kind of visuals and sound that will make Users feel most calm because that is what we intend to do. In addition to this, we can look into how players can input these interactions through the features of the physical room. As well as this, it could be interesting to evaluate how we could design our own physical pod taking into account environmental, social and ethical factors. This way there would be no limitations to accessibility and usability.

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I have documented my experience map for this game idea within my Project Ideation section, where I have identified the pain points of this game and the opportunity we have to further develop this in Phase 4 and Semester 2.

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Immersive Technology

Surveys

PROTOTYPE 3

Interactive Room Interactions

 

Kiera made these interaction animations which are potential ideas for what the players will be doing during gameplay. The breathing technique and exercise technique are examples of self-care methods to assist in physical and emotional regulation. If we explore more of these we can eventually find options for what might happen around the environment.

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If we were to take this idea further I will propose that we evaluate the effectiveness of these techniques to establish the gameplay in depth.

Breathing Technique

  • Encourages steady breathing

  • Regulates breathing

  • Inhale and exhale for specific period of time

Exercise Technique

  • Increases blood flow

  • Physical activity promotes well-being

PROTOTYPE 4

Interactive Room Interactions

 

I have also prototyped my own interactions which might take place in the room, inspired by my research into regulation strategies and practices. (Regulation Research) Taking into consideration the rules of games design, interactions and player experience, I have ensured these interactions still give players the opportunity to interact like they would in any other game as well as require focus and thought.

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PROTOTYPE ANIMATION - "Breathe with the rhythm of the tide"

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I developed the breathing idea by making a quick animation of how it might appear to players. The environment will depend on our research into visual direction, but for the sake of this prototype I have used the ocean as several people said they found this the most calming. This prototype demonstrates how players will interact with this.

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SOFTWARE USED: Adobe Photoshop - Video Animation

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EVALUATION

I feel this interaction isn't as game-like as we'd hope it to be. To really get the best out of this game idea I feel the interactions need to encourage players to interact through inputs similar to controllers or gesture control. This way it creates a more game-like experience, and we don't want to lean away from creating a game as we are Games Designers at the end of the day!

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I still believe we should present this idea because we might gather suggestions that inspire our direction for this game. The most effective components of this game involve it's immersive features such as surround sound and 360 visuals, but I feel we need to work on the main interactions/gameplay.

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EXAMPLES​

Interactions could incorporate engaging with the senses. I sketched 4 different interactions that could take place in the space which consist of different inputs.

I developed our 'breathe with pulse' idea by having players breathe with the rhythm of crashing waves - this was inspired by my visit to the Lux Exhibition. In addition to this, an interaction could involve composing a small tune, similar to music therapy. Players would have to combine the music notes on screen to create a tune.

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PROTOTYPE 5

Customisable Pod/Room Demo

 

This fourth Prototype is a demonstration of our second idea 'The customisable space'. This is a paper prototype that Kiera and I made to show how players will be given options for environment type.

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HOW WILL IT WORK?

Players are provided with options for environment and music which I feel would work best on a touch screen tablet - maybe on an Ipad or Iphone/mobile platform. Players will be able to scroll through their options and adjust what is displayed in the space. The video below demonstrates the change between two environments. The environments will be designed taking into account what makes a safe space and user preferences.

Survey results to support these decisions can be found here:

Surveys 1

Surveys 2

THE PHYSICAL SPACE

Throughout my Immersive Technology Research, Kiera and I came across two very suitable spaces we could use for our project. I have documented our visits to both the 'Astrodome' and '6m Cylinder' which are on Avenue and Highfield Campus. I evaluated the features of both spaces and created this physical prototype the represent the use of the 6m Cylinder. However, we could also use the Astrodome for this idea as they both require Projection Mapping and have built-in speakers/surround sound.

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ANNOTATING THE SPACE

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FEATURES

  • Players use iPhone to control the 360 degree display - this will consist of their environment and music options.

  • Surround sound within environment to make players feel like sound is coming from every direction - immersion.

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PROTOTYPE 6

Cylinder Demo

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SOFTWARE USED: https://www.sketchup.com/

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I used the software 'Sketch Up' to briefly demonstrate what the space will look like once players have entered it and when it's in use.

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Prototype demonstrates the scale of the cylinder (6m) in comparison to the size of an average user. Users will be able to walk around and observe their surroundings.

EVALUATION

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The size of the space is certainly too large for the kind of thing we'd like to create. I feel a smaller space similar to a small sized room would be perfect. The game should be designed to accommodate one player whereas 'The 6m Cylinder' is more suitable for collaborative learning and large groups. From my own experience I evaluated that the room was large enough to fit around 20 people, and for there to just be one user in such a big space, it might feel quite lonely and isolated! - This is definitely the opposite of what we'd like to do.

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As I have mentioned before, ways to overcome this may include looking into other physical spaces as well as considering constructing our own using sustainable materials. For our presentation on the 7th December I feel this game is still a good idea to showcase to demonstrate our Project Goals and what we'd like to achieve from the project.

PROTOTYPE 7

Customisable Room Demonstration Video

 

To further prototype this idea, Kiera drew 2 environment options based on our survey results and what we thought people would find most peaceful/calming. I also created a mood-board of potential environments as a result of my survey results and gained inspiration from the game 'Nature Treks' in Virtual Reality.

 

In this demo it shows how Users can choose between their environment and music options to personalise their experience to them. For the sake of our prototype we will be identifying this space as 'The 6m Cylinder' but could certainly be adapted to suit other spaces. The most important aspect of gameplay here it its customisation feature - allowing players to have complete control.

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MOOD-BOARD: Environment types

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WHAT DID I DO? / THE SPACE

 

The paper prototype represents the User's view from within The 6m Cylinder. If we were to use this physical space we could implement the use of Surround Sound and visual projections into our game. We can take advantage of the Cylinders interactive and immersive features and fulfil the expectations of our project goals and essential experience.

In the video, I played music specific to each environment to show how this can change between options, but the music designed for this idea should evoke feelings of calm, peace and relaxation.

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GAMEPLAY LOOP

The User begins by using an iPhone or iPad control panel to control and adjust the features in the Cylinder. This provides them with environment types and different soundtracks. Having these options provides them with the opportunity to revisit and change their experience each time. Players will leave feeling refreshed, regulated and at ease - through the use of specialised visual and sound.

INTENTIONS

I intend for Users to create their own personal experience. In my research I established that the idea of customisation is important to feel a sense of control and freedom in a digital space, as well as to make players feel comfortable and safe - as this can differ between players. Players should play when they are experiencing feelings of anxiety and stress as this experience gives them a place to reflect and relax through emotional regulation methods. (Composed sound and calming visual)

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LIMITATIONS

The customisation idea is definitely not our strongest. The interactive custom tablet/iPad is the only element of gameplay so this will have to be the main focus of our design. However, I feel this would distract attention away from the physical space. In addition to this, we would have to compose a range of music and create different environments to give players choice within the game, and time may not be on our side for this! The key to our essential experience is player engagement within the physical space. The Digital Humanities department also stated that they weren't planning on transporting the cylinder as it takes a number of people and a few hours to set up, therefore, we may have to consider other spaces - we have already briefly covered creating our own.

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MECHANICS

  • Users choose between environment and sound options through touch screen input - control panel/pad.

  • Users enter the physical room and have the opportunity to sit down, lay, walk around, observe and reflect.

WHAT WENT WELL?

The use of the cylinder allows us to take advantage of their surround sound system and achieve immersive audio as well as 360 degree wrap around visuals. The visuals displayed can be anything we choose, so the set up of this space will not be an issue. This gameplay experience can be adjusted to suit your personal needs which gives them the freedom to be in control and choose what they feel will be most comfortable. This eliminates the issue of certain environments being ineffective for others.

IMPROVEMENTS/NEXT STEPS

If we were to take this idea forward. We would consider the different environment types and music options that users could have in the space but using our research we have a clear idea already. The kind of music that would be composed for this game should evoke feelings of positivity, calm and relaxation - this can be done by adjusting musical patterns. Research into this can be found here: Music Psychology.

We also may have to reduce the number of options we give players and schedule ourselves to ensure we can get a good range successfully made. We also might consider the interactions within the space, because I feel our idea could make use of our regulation research a lot more and use this to benefit players.

TESTING

The customisable space

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PURPOSE OF TEST

I further tested this idea by using my own projector to project similar environments to those suggested (surveys) onto the walls of one of my rooms at home. It's most important to evaluate how our players are feeling before, during and after the game so I used this as an opportunity to test the effectiveness of visual environments and music.

WHO WAS THE USER?

Name: Lucianna

Age: 21

Occupation: Student studying Creative Artistry

WHAT DID I DO?

I began by asking her how she felt prior to the game, as well as what was on her mind! For the sake of this test I provided her with 4 different environments to choose from, but tested each one. I then asked her how she felt during the game, and after. I sat her in a dark room with little to no lighting and the projector faced a blank wall.

1. Jungle scene - nature sounds, ambient music and immersive visual

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2. Flowers in the rain - rain sounds, birds chirping, relaxing music

4. Waves - crashing waves, ocean sounds, ambient audio, low lighting.

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SKETCHBOOK PAGE

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3. Jelly fish - slow, gentle movement, and ambient music.

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FEELINGS BEFORE:

  • Quite tired

  • Stressed - have a lot going on and a lot to organise for work

  • Excited for me to put on the projector

  • Curious - not sure what's going on

  • Hungry

FEELINGS DURING:

  • Interested

  • Relaxed

  • Calm

  • Sleepy/tired

  • Fixed

  • Amazed

  • Likes the waves setting

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FEELINGS AFTER:​

  • Relaxed

  • Calm

  • Enjoyed taking a break

  • At peace

  • Still

  • Happy

LIKES/DISLIKES:

  • Liked the waves setting the most because of the sounds and darkness

  • Wanted to lay down and watch them on the ceiling

  • Didn't like the flower setting

  • Liked the music as it made her feel at peace and focus on the moment

EVALUATION - USING THIS TEST...

Lucianna's responses were fairly similar to what we'd like to achieve from this gaming experience. This helped me to evaluate the effectiveness of certain environments and according to this test the favourite amongst the 4 were the crashing waves. I can consider what environments work best in our game to achieve the desired effect.

She said this made her feel relaxed and helped her focus in the moment. After all 4 videos I asked her what she'd like to do with these environments in a 'game-like' experience - she suggested being able to explore the surroundings and discover objects. She also said be in control of the visuals in some way, she liked the slow movement of the jelly fish but wanted to be in control of them. Overall she enjoyed taking a time-out (of working) to sit back and enjoy the experience. Her favourite part was the music as it made her feel at peace, and she's also a music student!​

If this was made into a game-like experience, what would you do?

  • Walk around the environment and discover objects/items

  • Play with the environment

  • Move the visuals on screen - play with movement

  • Be in control of what's on the screen

  • Be in control of the music playing

PROTOTYPE & TESTING

The customisable space iPad.

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PURPOSE

The purpose of this prototype was to test how the iPad consisting of custom options might work in terms of usability and appearance. From this I can evaluate its use and other factors to consider to ensure it's made accessible and inclusive for our audience.

WHAT DID I DO?

I began by gaining inspiration and sketching out a basic outline for a custom pad including environment and music type/options. I then used Adobe Photoshop to animate the custom pad and further demonstrate the player experience from choosing their options, to seeing it come to life.

INSPIRATION

Within my inspiration page and Game Analysis I documented inspiration for game appearance, visuals, spaces and other components. I documented the 'options pad' from the Virtual Reality game 'Tilt Brush' because I thought it was a great example of easy usability and navigation. This influenced me to begin mapping out my own.

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FEATURES

The custom pad offered options for environment type, setting, lighting and colour. From the video you can see navigation was clear and easy and used touch controllers 'toggle' to swipe between pages.

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Using this I created a mood-board of control panel interfaces and iPad displays to inspire my own sketches and ideas for design.

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MOOD-BOARD:

Control Panel, Interfaces and iPad display

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PINTEREST LINK: https://pin.it/5oHolQG

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PROTOTYPE & TESTING

The customisable space iPad.

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PROCESS

In my sketchbook I have begun to sketch interface options for our control pad considering how me might display the player options. For now we know we will provide players with choice for environment and music, however are open to gather suggestions for other features. From this I plan to make 4 or 5 mock-ups for visual appearance and create a prototype to demonstrate usability.

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REQUIREMENTS

  • The requirements of this control pad must offer a selection of options for environment/room/visual type and music/soundtracks.

  • Simple and easy navigation - will be used in times of desperate need, stress and overwhelm so shouldn't require much thought or lead to frustration.

  • The control pad must be accessible - potentially have advanced controls and settings for colour contrast, subtitles and audio description.

  • Usability - must be suitable for all audiences and all form of human difference e.g. disability. We can offer text to speech or allow users to use speech to choose options. Similarly can offer subtitles for those hard of hearing.

  • Considerations in Design

  • Inclusive Design

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CUSTOM PAD ITERATIONS

I established a variety of interface layouts and appearances to identify a suitable way for the pad to appear. I kept in mind the requirements such as having easy navigation to ensure players can use it effectively and with ease during moments of panic.

VOTING RESULTS

I spoke to ten individuals regarding which interface they liked the look of most. I told them to think about its appearance and ease of use as well as the iPads involvement in our game.

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Pad 2 - 1 vote

Pad 3 - 2 votes

Pad 4 - 4 votes

Pad 5 - 3 votes

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SUGGESTIONS

I asked for reasoning behind their choice as well as suggestions they had for future iterations:

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  • The one that functions easiest is the best

  • Prefer the cleaner design, not too much going on and not too complicated (5)

  • Visually pleasing (4)

  • Seems like it would have the most satisfying navigation (4)

  • Could offer other suggestions like to control genre of music, room temperature or lighting.

  • "Can we take the iPad in?"

EVALUATION AND CHANGES

My fourth custom pad gained the most votes and I believe it's because of it's simple and clean design compared to the first interface which received no votes. The majority of suggestions commented on the ease of navigation and clean design which appears to be the most important element of its design. I can agree that the fourth iteration is the most effective as it's the cleanest and options are distinct. This will allow players to choose their options quickly without misunderstanding or confusion. Someone asked the question "can we take the iPad in?" which made me consider for players to take the pad in and be able to adjust the rooms features once they are in there. This eliminates the issue of not agreeing with your choices, becoming frustrated with certain music or simply just wanting to alter the experience. This gives players security knowing they have full control of their surroundings.

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Next I plan to prototype the fourth custom pad iteration and conduct play testing. I am aware of the program 'Figma' which is a collaborative interface tool with prototyping features. Using this I will map out a basic idea of how the custom pad will function, using the design suggestions I have received today.

PROTOTYPE & TESTING

The customisable space iPad.

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PROCESS

To further my ideation for this idea, I used the responses and suggestions gathered to produce an interactive prototype of the custom iPad in 'Figma'. This is an 'interface design tool' with prototyping features that I found really useful for this task. I used the prototyping tools to create demonstrate the usability of the tablet, to show how players would be offered choices for the rooms elements/features, and how they will be able to use the pad to adjust this.

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UPDATED REQUIREMENTS

  • Custom pad must have clear and easy navigation.

  • Take into consideration usability

  • Clean and simple design

  • Visually/aesthetically pleasing - not too much going on

  • Do not complex design or usability - interaction with the pad must be kept to a minimum. During times of desperate need this is something that is most important.

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PURPOSE

The purpose of this prototype is to have a deeper understanding of how the custom pad might work. In this case, we plan to use the iPad as the main control panel for 'The 6m Cylinder'. From our research, we know that the features of the cylinder can be controlled through a device and therefore, we intend to sync the iPad to its 360 degree screen.

PROTOTYPE

The custom pad

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PLAN

This is my outcome for the custom pad prototype - I plan to send the link to this demonstration to people within our target audience/demographic, and gather feedback or suggestions regarding it's overall usability and purpose. I will briefly summarise the purpose of the game and the justification for the iPad so they are aware of my prototypes intentions.

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INTERACTIVE CUSTOM PAD DEMO

SUMMARY

The custom pad

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In my opinion, the usability of the custom pad is clear and easy to navigate. The overall purpose of the iPad is fulfilled, but it's necessary if we were to take this idea forward to test the compatibility of it with the cylinder. If we then do not take the cylinder idea further (because of it's limitations we have already identified) we will have to identify the way the tablet interacts/sync with the physical space of our choosing.

NEXT STEPS

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For the purpose of ideation, I plan to conduct user testing with this prototype to gather suggestions for how I can improve its usability and design. If Kiera and I are to choose this idea to take further, this feedback will be helpful to refine our ideas and create a framework for how we will achieve it. We must consider carefully it's accessibility and usability taking into account all forms of human difference and inclusivity. What advanced controls can we offer to ensure it's design is suitable for everyone?

TESTING

The custom pad

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PURPOSE OF TEST

The purpose of this test was to evaluate the pads usability and overall function in the environment. I conducted this test to see how people would respond to its design and what their thoughts would be regarding being able to customise the space fully. From here we can establish additional features and other elements of gameplay that'll enhance this idea in Phase 4, preparing for Semester Two.

WHAT DID I DO?

I sent my prototype link to a handful of students with no prior knowledge to the game idea. I summarised the idea and the purpose of the custom pad, but left interactions to them to evaluate how easily they understood its function. Similar to how it would be used in-game, players will be overcome with feelings of anxiety and panic so will be unable to navigate something that requires too much thought or concentration.

QUESTIONS TO ASK TESTERS:

To keep things simple, I have established 3 main questions I plan to ask testers to evaluate the effectiveness of the custom feature.

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  1. How clear/easy was navigation of the custom pad?

  2. Did you feel you had too many or too little options for your space?

  3. How could it be improved? Any suggestions or changes you think would further develop its design/the idea in general?

SUMMARY OF RESPONSES

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1. How clear/easy was navigation of the custom pad?

  • A little unclear - text would be helpful.

  • Very intuitive - straightforward.

  • Navigation was good - did get a little confused due to lack of explanation/description of use.

  • Extra instruction for choices would be useful.

  • Very easy and clear - but box illustration wasn't clear that it was room/space type.

  • Buttons on each page were useful - home page, next page etc

  • Circles were appealing - good overall design.

  • Don't have too think too hard about usability.

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2. Did you feel you had too many or too little options for your space?

  • Perfect - not too many, but not limited.

  • Acceptable number of choices.

  • Perfect number of options

  • Right amount as long as music differs - variation of music genres/types.

  • Too little

 

3. How could it be improved? Any suggestions or changes you think would further develop its design/the idea in general?

  • Would be helpful to hear a sample of the music before entering

  • One to two more labels to explain how to use it/navigate options

  • Hover over music to hear sample or to view environment on a bigger scale.

  • Sample of music once pressed

  • Maybe an option to upload pictures from camera roll - in the safe space this tester would ideally want to be in their own bedroom so suggested uploading a picture of their room at home.

HOW CAN I USE THIS?

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Using these suggestions I will be developing this idea further by producing another prototype for this game. This time consisting of short descriptions to make navigation clearer. In addition to this, I will then produce an animation/video demonstration of how the custom pad will work in the physical space.

TEST RESPONSES

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EVALUATION OF TEST

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1. How clear/easy was navigation of the custom pad?

​From the responses to this question I can evaluate that the majority of testers were happy it's clean design and simplicity. Most people commented on its usability stating it 'didn't require too much thought' which is how we intend for the pad to be during times of desperation. Although, testers did comment on the need for extra instruction and a little more guidance regarding what the choices are for/how to use them so this is something we can take forward to ensure players can access the pad with ease.

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2. Did you feel you had too many or too little options for your space?

​The majority of responses stated there were the 'right' amount of choices, not too little and not an overwhelming amount. One person out of 5 testers said there could be more options, however, as this wasn't a majority vote it may not be necessary to implement. Although, we could still consider the possibilities for temperature and lighting components too - to add more elements of customisation.

 

3. How could it be improved? Any suggestions or changes you think would further develop its design/the idea in general?

The most repetitive response for this question was to play a preview or sample of music once you have chosen your options. Similarly this could be done for environment type to give players insight to what's expected from the space before they enter. In addition to this, a clever suggestion was to be able to upload your own images/videos to the space which is actually a function of 'The 6m Cylinder'. If we were to take this idea forward we can explore how this function works and how we could implement this into the design of our game.

PROTOTYPE & TESTING

Developed custom pad idea

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PROCESS

I have used the results and evaluation of my previous test to improve the custom pads design and usability. I used the same features on 'Figma' to do this.

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A link to the final prototype can be found here: 

https://www.figma.com/proto/rx4Bg1FVEiJSpiKw0GWeLa/Untitled?node-id=2%3A2&scaling=scale-down&page-id=0%3A1&starting-point-node-id=2%3A2

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DEVELOPED INTERACTIVE CUSTOM PAD: DEMO

HOW CAN I USE THIS?

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This gave me a clearer idea of how this device might function as well as how it might look. If we were to take this idea forward, it would be necessary to think about the usability of this device and test further to evaluate the effectiveness of it. We would consider how accessible it is and its ease of use with a series of user/play testers to ensure our design doesn't require too much thought - this is because we are aiming our project towards people who are struggling with sensations of anxiety or stress and this can often cause discomfort, lack of concentration, upset and other physical symptoms such as trembling. For now I am pleased with this outcome because it clearly demonstrates our intentions for this, linked to our physical space experience.

PROTOTYPE 8

2D Footsteps - Interactive Mobile Game

 

Our third idea was a 2D side-scroller mobile game. Taking into consideration what's most accessible, a mobile would allow players to reach the game whenever it's needed. We can ensure usability is suitable for everyone by providing advanced controls such as controller mapping, colour contrast and subtitles/audio descriptions. (Inclusive Design) The game would consist of several basic interactive elements in which players would have to take action upon to progress. These interactive elements would involve solving basic puzzles/obstacles which prevent players from progressing, however, to avoid the game becoming frustrating, mechanics should be kept simple.

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For the sake of our prototype, I drew a mountain scape background to represent a calming and tranquil environment as this was one of the most repetitive responses to my survey resultsThe interactions will then be integrated into the environment which you can see within our demo.

WHAT DID I DO?

 

I firstly made a prototype environment with help from Kiera to create all the extra assets. I took note of possible interactions that would take place and began to sticky note them onto the environment at which stage they would happen. I then created a stop-motion video to demonstrate how players will interact using their mobile as well as how it might look and sound while playing. The music of the experience was also chosen based on it's musical pattern, projecting feelings of calm and peace.

PROTOTYPE 8

2D Footsteps - Mobile Game Demo Video

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​Kiera and I mapping out our gameplay experience on her wall:

GAMEPLAY LOOP

The User begins in control of their character and must interact with the obstacles in the environment to progress. Players have the opportunity to listen to calming atmospheric music and sound effects and observe a pretty animated environment. Players are rewarded with feeling relaxed and at ease, and once completed a level, can move onto the next.

INTENTIONS

I aim for Users to be able to take their mobile out in times where they might be experiencing panic and play our game to reduce these negative sensations. I intend for the simple interactions and gameplay to divert their thoughts and distract their focus. The main gameplay experience involves players interacting with the environment to make subtle changes which provides them with a sense of achievement. (Player Agency) The visuals and sound of this game will work together to fulfil our project goal and keep players engaged - emotional regulation. 

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LIMITATIONS

Compared to our two other ideas, I don't feel this one is as effective. The use of physical spaces allow us to achieve a full sense of immersion whereas in order for this mobile game to work I would suggest being in quiet surroundings where players are able to focus and engage with gameplay. Additionally, if players are unable to grasp how to play, this could cause frustration and less calm.

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MECHANICS

  • Tap and swipe to interact.

  • The game will consist of only a few simple mechanics which will be the basic player interaction.

  • Interactions will be small change to overcome obstacles in the environment and provide players with the feeling of progression.

WHAT WENT WELL?

The use of a mobile platform means this game is highly accessible and can be used in places other than being at school/on campus - similar to our other two ideas. In addition to this, we have experience developing a 2D game already therefore can apply what we know to ensure the outcome of this game is made to the best of our ability. In terms of technology and functional specifics there's much less to consider meaning we will have more time to focus on the interactions, visual and sound design which are most important.

IMPROVEMENTS/NEXT STEPS

Next steps could include considering the kind of environments that might be displayed. We can talk with our target audience to identify the most calming/appealing environments and use this to influence the visual design. In addition to this, it'll be important to establish other interactions but these will be specific to each setting - as well as the sound specific to that scene. Most of our research is based on regulation, sensory inputs and health management therefore, If we are to take this idea to Semester 2, we must think about how we can implement more of our research into its gameplay. For example, how could each interaction influence regulation, rather than relying purely on its music and visual appearance. I don't think this game is as exciting as the others so will require a lot of thought about how we achieve more unique gameplay, and differ from our competitors.

TESTING

Gathering Feedback

 

Kiera and I sat down and discussed our final 3 ideas with some of our peers. To make some more informed decisions, we gathered feedback regarding what people thought about our ideas and how they visualised each game idea. Using their suggestions we can begin to think about visual appearance.

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SUGGESTIONS

Evaluating Feedback

 

1. Interactive Space - What kind of thing would you like to do in this space? What does it look like to you?

  • Scenic starry night

  • Night sky

  • Twinkling/sparkly lights

  • Maybe connecting constellations to transform the environment

  • Environment wise - people suggested water, swarms of fish, ocean, crashing waves

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2. Customisable Environment - What would you like to see and hear in your own space?

  • Fire crackling

  • Fire pit/Camping sounds and atmospheric audio

  • Birds tweeting/chirping

  • Being able to touch clouds projected

  • A river

  • Maybe sensory materials?

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3. 2D Mobile Game - What would you like to do in an immersive 2D environment? What might it look like?

  • Dusk - Night transition

  • On top of a mountain

  • Sunsets

  • Interact with animals in environment

  • Polar bears, penguins

  • Maybe animals can help you to progress

EVALUATION & SUMMARY

Across the 3 ideas, the responses were fairly similar and I am gathering a clearer idea of the kind of visuals we could use for each game. To take this further I'd like to conduct a survey and gather options regarding safe spaces and calming visuals which we can take further during Design.

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Survey can be found here: Surveys 2

PLAY TESTING THE CUSTOM SPACE

Testing Gameplay and Gathering Feedback

 

Kiera and I gathered a group of peers to play-test our custom space idea. This allowed us to gather responses from our target audience in regards to one of our three concepts, which could influence our choice for the game we choose to take forward into Phase 4.

PURPOSE FOR TEST

 

The purpose for this test was to gather opinions and feedback about our space idea. It allowed us to bring our idea to life and demonstrate further how it might appear to users. We also gathered feedback regarding how the idea could be improved and tailored our questions in a way that would provide us with extra research, to further develop this idea. Such as, different environment types and other sound options for a safe space.

WHAT DID I DO?

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We set up one of our original prototypes and asked our peers to take into consideration each aspect to which they then reflected upon. Kiera and I explained the experience in depth and provided them with questions to respond to in terms of improvements and what they liked most. We stated our project goals so they were aware of what we are trying to achieve and to give them more context.

QUESTIONS ASKED:

 

1. What did you like most about the idea?

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2. What did you dislike about the idea?

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3. How could we further improve this idea?

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4. Did you find the visual examples suitable or not? What others would you suggest if it were up to you?

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5. What sound options would you want in your own safe space?

THE PLAY-TEST

The Custom Space

​Play-testers evaluated the use of the space and reflected upon our intentions for the game:

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TESTER RESPONSES

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EVALUATION OF RESPONSES

 

TESTER 1:

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Our first tester explained how the experience felt immersive and 'personalised' but he sees it struggling to relate to every person that uses it. I see how this could be a problem because as established before, everyones idea of a safe space is different. He also suggested to improve the overall game experience, there should be more interactions past customisation. I can understand how gameplay but seem a little boring or subtle, but it's because of our main focus being the physical space. This tester enjoyed the visuals we prototyped and if he were to suggest his own, this would include the seaside and night-time variations of each example. From this I can assume that lighting and options for time of day might be necessary/a good addition. In terms of sound, this tester suggested rain and other similar ambient audio. He also suggseted a 'sliding bar' which would allow you to adjust the volume and 'heaviness' of it. This adds another fun element to customisation, which I like the idea of. He finished his test by also suggesting 'white noise', including people talking in the distance.

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TESTER 2:

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Our second tester liked the ability to customise the space for their own personal benefit. This tester said they would prefer atmospheric noise as opposed to the music that was playing, and to improve he suggested a 'comfort animal' that you could possibly play with in the space. This interested me because it's not something that came up in my previous surveys, but this could be similar to a comfort. Another suggestion from this tester included 'outodoor spaces'. It was clear that this tester wasn't to keen on the indoor environments, and would prefer to be outdoors with nature. He suggested thunder, nature sounds and other weather conditions to be most peaceful.

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REFLECTION

What I can gather from this test is that people have extremely different opinions regarding their own personal safe space. I already knew this however, this confirmed that it may be more difficult than expected to take this idea further and effect all users just the same. We intend to create a 'universal' experience, that can benefit and impact anyone, and I feel this idea might struggle to do that. There is only so much we can create and because of this, I believe this is one of the weaker ideas of the three.

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NEXT STEPS

I am pleased with my prototyping and tests throughout this phase and I believe Kiera and I have a clear direction as to where we'd like to take this project. Our next steps will involve creating a presentation for our 3 game ideas which we will present to our class and gather suggestions and feedback. Using this feedback we can refine to one idea, and expand on this in Phase Four!

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