"Holy Bagoly", these are the words that escaped my mouth when I learned that we were to give a presentation in our next contact session. Certainly a terrifying affair for any student, giving a presentation in front of a judgmental class of students. I spent the previous night to our presentation, memorizing lines and ques for our group and fortifying my self esteem with many motivational memes. I flicked through meme after meme, growing in confidence and recalling my lines with greater clarity determination.
The first thing to strike me as rather odd was the manner in which the tutors propelled 'feedback' towards the groups presenting prior to my group. Hateful and threatening comments were made by the tutor such as "I would have liked to see you refer to your poster a bit more". My team member Clancy squeaked in fear when we were called up next, he was to present with me. Our other 2 members Cornel and Jordan wore sickly expressions on their faces, teeth chattering and lips quivering. We marched to the front of the class like a group of death-row inmates, I turned to stare at the class and began my presentation.
What happened next was similar to one of Ashton Kutchers blackouts in his classic film The Butterfly Effect. Suddenly, I was declaring that the presentation was over, I noticed that the timer next to us had passed 3 minutes, a perfect length. I turned to look at our audience, every persons' hair was spiked and pointing back, revealing the shocked expression on their faces. I turned and looked at my team members, each sporting a cool, satisfied look, "ehh ehh excellent performance guys, you can return to your seats", our tutors croaked, obviously blown away by the killer presentation. We walked back to our seats, sporting smiles too big to fit on our faces, we had won.
Friday, 28 August 2015
Tuesday, 25 August 2015
DECO2300 WEEK 5
This week we were introduced into the wonderful world of Action-script 3. Our lecturer spent our lecture introducing our class to the concept of action script and its applications in past projects created in DECO2300. We were told that the idea behind using flash/actionscript for our prototype was to communicate our idea and facilitate feedback from users.
Many examples of code and tutorials were uploaded to our BlackBoard site to assist us in our programming tasks. Fortunately for myself, I've already delved into Javascript and dealt extensively with Object Orientated Programming when I completed my CSSE1001 course last semester.
Monday, 24 August 2015
DECO1800 week 4
Our activity for our contact session this week was to imagine and bring in 3 Trove based API's to share with our team.Our ideas would have to interact with Trove in some way and serve any purpose of our choosing, my ideas were:
- Strovy Mode: An interactive story that pulls in random elements from Trove based on a users preferences, that alter the main characters and images in a preset story.
- Trove Funk: This API will access Trove's gargantuan music collection and allow users to manipulate the sound quality with a funk meter.
- Trove till you drop: A Russian roulette style quiz game that forces users to face off in a Trove article questionnaire, correct answers are measured by relevance and the loser is banished from Trove forever!
At the contact session, we were all forced against our will to participate in a 6 hats of critique activity. This activity had every member in the group critiquing each idea based on 1 of 5 different categories e.g. objective criticism, optimistic improvements, things that you don't like.
During this activity, our team was able synthesize a new idea that incorporated elements from each of our members best API concept. Through synthesis we were able to create, Trove Breaker (the idea only). We decided that Trove Breaker will be a take on the classic block breaker game, incorporating article paragraphs from Trove to create words to insert into individual blocks. By breaking these blocks, users are able to reveal the entire paragraph and read it.
Thursday, 20 August 2015
DECO2300 Video Prototype User Evaluation
After showing my Minestructor kickstarter video to a class of roughly 20 design students, I approached 8 of them and asked them a series of questions regarding it. The questions are listed below.
- Do you understand the objective of the game
- Do you understand the rules of the game
- What games do you think this is similar to
- How interested would you be in playing this game
Interestingly enough, I assumed that almost every participant in my survey would immediately notice the similarity between my idea and minesweeper. I was shocked to find out that a significant proportion of students in the class had never played minesweeper. This was an important factor to consider as every student who had admitted playing minesweeper in the past understood the objectives and rules with crystal clarity and were able to parrot them back to me. The students who had not played minesweeper however only had a vague understanding of the rules. There is the obvious case of a language barrier in determining how much misunderstanding was due to my lack of communication and of the cases and sentence structure variance between English and Mandarin.
In regards to this design ideas similarity to minesweeper, students that had never played minesweeper before had difficulty relating the two together, though some noticed the similarities since they had investigated the game for the purpose of our assignment. However, I found that every user that had played minesweeper in the past immediately outlined similarities between the 2 games, a couple even mentioned obstruction.
Many users telegraphed some degree of interest in playing the game, particularly due to the simple concept, small learning curve and somewhat ambitious nature of the game. I believe I will have to take further steps to clarify the rules of the game to participants in the future, though as it appears now, my design concept satisfies most of my expectations.
Wednesday, 19 August 2015
DECO2300 Creating my Kickstarter Video
My task for this week was to dedicate myself to a final idea for my game mashup video prototype.
Interestingly enough, my decision occurred on an unusually cold winter night. I was mashing potatoes in the kitchen until I was alerted by a skype call, a tune audible at even the lowest of decibel levels. I began to walk towards my computer when I suddenly noticed a landmine in my path. I altered my path to avoid the mine, but one of my housemates appeared walking in the opposite direction, I was obstructed. I walked around my friend, consequentially stepping on the mine and causing a blinding explosion. I awoke at my desk to the loud skype tune buzzing at me, blinking furiously as I tried to digest the events of my dream. I rejected the call and began working, I had chosen my idea!
My game idea involved combining elements from the hit Windows classic Minesweeper and everyone's favourite paper based game, 'Obstruction'. I wanted to turn Minesweeper into a competitive affair, but a mere time challenge would not suffice, so I spliced elements of Obstruction into a top down Minesweeper race-track to create Minestructor. Players would begin at the bottom row of a grid-like minefield and attempt to traverse the deadly mines and reach the end of the minefield. Players will take turns moving over a space in the minefield and will each possess the ability to place an obstructing shape in their opponents path. A player can only place an obstructing shape before they complete their turn and will own a limited selection of shapes.
Each section of the field can host a limited quantity of obstructive shapes, for this prototype I have aimed at a minimalist set up. Each player will possess 4 particular shapes and be able to allocate 1/2/1 shapes accordingly to the game-boards sections. Each shape will function similarly as they would in Obstruction, blocking access to the adjacent tiles surrounding the source of the shape. This means that placing a 1x1 obstruction block in your opponents field will subsequently render 9 tiles in-accessible. A player will win if their opponent activates a mine, or reaches the end of their minefield. I believe this game concept to be simple enough to understand through a short 1 minute introduction, yet complex enough to require hours of game play to master. Further complexity can be achieved through increasing the quantity of deploy-able shapes, the size of the playing field and allowing shape customization.
Interestingly enough, my decision occurred on an unusually cold winter night. I was mashing potatoes in the kitchen until I was alerted by a skype call, a tune audible at even the lowest of decibel levels. I began to walk towards my computer when I suddenly noticed a landmine in my path. I altered my path to avoid the mine, but one of my housemates appeared walking in the opposite direction, I was obstructed. I walked around my friend, consequentially stepping on the mine and causing a blinding explosion. I awoke at my desk to the loud skype tune buzzing at me, blinking furiously as I tried to digest the events of my dream. I rejected the call and began working, I had chosen my idea!
This is the sound of failure |
My game idea involved combining elements from the hit Windows classic Minesweeper and everyone's favourite paper based game, 'Obstruction'. I wanted to turn Minesweeper into a competitive affair, but a mere time challenge would not suffice, so I spliced elements of Obstruction into a top down Minesweeper race-track to create Minestructor. Players would begin at the bottom row of a grid-like minefield and attempt to traverse the deadly mines and reach the end of the minefield. Players will take turns moving over a space in the minefield and will each possess the ability to place an obstructing shape in their opponents path. A player can only place an obstructing shape before they complete their turn and will own a limited selection of shapes.
You better watch your step! |
Each section of the field can host a limited quantity of obstructive shapes, for this prototype I have aimed at a minimalist set up. Each player will possess 4 particular shapes and be able to allocate 1/2/1 shapes accordingly to the game-boards sections. Each shape will function similarly as they would in Obstruction, blocking access to the adjacent tiles surrounding the source of the shape. This means that placing a 1x1 obstruction block in your opponents field will subsequently render 9 tiles in-accessible. A player will win if their opponent activates a mine, or reaches the end of their minefield. I believe this game concept to be simple enough to understand through a short 1 minute introduction, yet complex enough to require hours of game play to master. Further complexity can be achieved through increasing the quantity of deploy-able shapes, the size of the playing field and allowing shape customization.
Tuesday, 18 August 2015
DECO2300 Week 4
In this weeks lecture we learnt about different types of prototypes. We touched base on many different forms a prototype could hold, but most importantly, we focused on horizontal and vertical prototypes.
Horizontal prototypes will generally consist of multiple features, but they will each contain little detail. A horizontal prototype usually tests the interactive metaphor behind a design, testing of raw functionality is usually delegated to the vertical prototype. Vertical prototypes generally focus on a few features within a design, but deal with in depth functionality. These few features will be highly detailed, but the entire design will still be conceptual.
These kinds of prototypes are one of many prototypes that can be used to test many different features of your design. The prototype that we used to complete a task in the lecture was a diagonal prototype. Diagonal prototypes are a mixture of horizontal and vertical prototypes, that adheres to a specific scenario.
We applied these methods to an in class task, where we had to determine the functional components of the inside of a car, the components related to driving behavior, how the driver interacts with them and ways we could test that.
Horizontal prototypes will generally consist of multiple features, but they will each contain little detail. A horizontal prototype usually tests the interactive metaphor behind a design, testing of raw functionality is usually delegated to the vertical prototype. Vertical prototypes generally focus on a few features within a design, but deal with in depth functionality. These few features will be highly detailed, but the entire design will still be conceptual.
These kinds of prototypes are one of many prototypes that can be used to test many different features of your design. The prototype that we used to complete a task in the lecture was a diagonal prototype. Diagonal prototypes are a mixture of horizontal and vertical prototypes, that adheres to a specific scenario.
We applied these methods to an in class task, where we had to determine the functional components of the inside of a car, the components related to driving behavior, how the driver interacts with them and ways we could test that.
We determined some functional components were the seat belt, door steering wheel and indicators. Interaction could be tested through many means including using actual cars. We were delegated with a task, where we needed to think of a low-fidelity prototype to test these components, similar to that of body-storms of earlier design subjects. For my low fidelity prototype I considered allowing each member of the design team to represent a component of the car, a member would act as a door whilst another would use their arm as a seat-belt. Whilst impractical, low fidelity prototypes are an easy way to immediately test usability of a design.
Monday, 17 August 2015
DECO2300 WEEK3
In this weeks lecture, we were introduced to conducting video analyses and tasked to conduct one on team Lambda's Brisbane park finder. The video involved one of the projects team members standing in front of the camera, speaking about the app, with periodic cuts to interfacing examples.
Analysis:
My immediate opinion of this video is one of indifference. The presentation lacked flavour and left much to be desired. The concept itself was conveyed proficiently and with simplicity. This service will allow users to search through Brisbane's parks on an interactive map, even searching for specific attributes like barbecues and soccer fields. Only one question came to mind watching this particular video, and that was if I would ever need to utilize an app such as this. < br/>
The need for an app like this may have been delivered in a more creative and engaging manner. Such as showing a group of people arriving at a bare park with picnic supplies, or bringing pets to a no animal zoned park as the presenter narrates their dilemma for the benefit of the viewer. The representation of the actual app being used on a phone was delivered excellently. It conveyed the functions of the app with great clarity and speed.
I believe creating a need, must be handled more indirectly than merely asking the viewer if they've ever encountered a particular problem. As I demonstrated before, the need for the app could be conveyed in a subtle scenario or possibly through a stylised cartoon. The video quality in this clip was of a high standard, though the audio quality appeared rather un-professional. Numerous sounds worked against team lambda, such as passing cars and cawing crows. Even once the camera cut to the prototype of the app, the audio was still being conveyed in this manner.
Analysis:
My immediate opinion of this video is one of indifference. The presentation lacked flavour and left much to be desired. The concept itself was conveyed proficiently and with simplicity. This service will allow users to search through Brisbane's parks on an interactive map, even searching for specific attributes like barbecues and soccer fields. Only one question came to mind watching this particular video, and that was if I would ever need to utilize an app such as this. < br/>
The need for an app like this may have been delivered in a more creative and engaging manner. Such as showing a group of people arriving at a bare park with picnic supplies, or bringing pets to a no animal zoned park as the presenter narrates their dilemma for the benefit of the viewer. The representation of the actual app being used on a phone was delivered excellently. It conveyed the functions of the app with great clarity and speed.
I believe creating a need, must be handled more indirectly than merely asking the viewer if they've ever encountered a particular problem. As I demonstrated before, the need for the app could be conveyed in a subtle scenario or possibly through a stylised cartoon. The video quality in this clip was of a high standard, though the audio quality appeared rather un-professional. Numerous sounds worked against team lambda, such as passing cars and cawing crows. Even once the camera cut to the prototype of the app, the audio was still being conveyed in this manner.
Friday, 14 August 2015
DECO1800 WEEK 3
This week we finally decided upon our teams. The contact session began with the class dividing themselves into groups and brainstorming ideas for varying Trove apps. My initial group was the puzzle group. We spent 5 minutes in front of this white-board, writing down ideas with fervour.
Many ideas were thrown down during our time in front of the puzzle board, but after 5 minutes we were forced to move over to the game board. To our disgust, many broad ideas were already displayed on the white-board, forcing us to innovate and create fresh new concepts to add to the board.
The numerous denizens of the puzzle group were able to deliver, including myself off course. Trove enriched ideas flew thick and fast as we coated the whiteboard in a layer of ingenuity. Half way into our brainstorming session, we were all wearing grins as if they were Anonymous masks. We had thought of many unique ideas that would suit our major assignment perfectly. One being a choose your own adventure, incorporating characters and images pulled straight out of Trove in a random nature, offering a unique experience for each play-through.
The remainder of our activity consisted of looking at and analysing other peoples ideas. This activity brought many laughs to the group and allowed us all to familiarise ourselves with each others sense of humour. This ultimately made forming our project teams surprisingly easy. In no time at all, I met with three other lads and we formed our DECO1800 dream team.
Many ideas were thrown down during our time in front of the puzzle board, but after 5 minutes we were forced to move over to the game board. To our disgust, many broad ideas were already displayed on the white-board, forcing us to innovate and create fresh new concepts to add to the board.
The numerous denizens of the puzzle group were able to deliver, including myself off course. Trove enriched ideas flew thick and fast as we coated the whiteboard in a layer of ingenuity. Half way into our brainstorming session, we were all wearing grins as if they were Anonymous masks. We had thought of many unique ideas that would suit our major assignment perfectly. One being a choose your own adventure, incorporating characters and images pulled straight out of Trove in a random nature, offering a unique experience for each play-through.
The remainder of our activity consisted of looking at and analysing other peoples ideas. This activity brought many laughs to the group and allowed us all to familiarise ourselves with each others sense of humour. This ultimately made forming our project teams surprisingly easy. In no time at all, I met with three other lads and we formed our DECO1800 dream team.
Monday, 10 August 2015
DECO1800 Week 2
This week marked our first contact session/workshop.It progressed as I had expected it, a short introductory session between students, followed by a few ice-breaking brain-storms on sticky url. Though entertaining, this contact session was not without its frustrations!
Ten minutes into the session, the tutors looked around the room, puzzled to such an extent that their heads were metaphorically puzzle pieces. What was worse, the two puzzle pieces metaphorically resembling the skulls of my tutors did not complete one another, leaving this mystery unsolved. What were they puzzled by you ask? Well take a seat and I'll explain.
We were missing half the class! I wondered where all my pesky classmates were and how this lack of commitment would transcend into the group project. Images flashed before my eyes of lazy teammates dozing off during team meet-ups and submitting hand drawn deliverables moments before our due date. I stiffened my resolved and mentally noted each and every individual that had made it to the contact. Name, age, degree, nose-type, every important detail was internalized and memorized.
The students that did attend broke up into groups in 2 scenarios that divided us by preference in relation to a specific dichotomy. The first was Dogs/Cats and the second was Kanye-West/tayler-swift. This exercise allowed not only the tutors, but the students to identify who the winners and losers in the class were. Unsurprisingly, the pro-cat crowd was identical to the pro-teilor group and the denizens of the pro-"Yeezus" cliche, much like any respectable member of society, preferred the trusty hound over the mangy cat.
Ten minutes into the session, the tutors looked around the room, puzzled to such an extent that their heads were metaphorically puzzle pieces. What was worse, the two puzzle pieces metaphorically resembling the skulls of my tutors did not complete one another, leaving this mystery unsolved. What were they puzzled by you ask? Well take a seat and I'll explain.
We were missing half the class! I wondered where all my pesky classmates were and how this lack of commitment would transcend into the group project. Images flashed before my eyes of lazy teammates dozing off during team meet-ups and submitting hand drawn deliverables moments before our due date. I stiffened my resolved and mentally noted each and every individual that had made it to the contact. Name, age, degree, nose-type, every important detail was internalized and memorized.
The students that did attend broke up into groups in 2 scenarios that divided us by preference in relation to a specific dichotomy. The first was Dogs/Cats and the second was Kanye-West/tayler-swift. This exercise allowed not only the tutors, but the students to identify who the winners and losers in the class were. Unsurprisingly, the pro-cat crowd was identical to the pro-teilor group and the denizens of the pro-"Yeezus" cliche, much like any respectable member of society, preferred the trusty hound over the mangy cat.
DECO2300 week 2 Workshop B
PhotoShop MotoShop...
I knew this day would come. Much like death, having to learn Photoshop is an un-avoidable event in virtually any humans life. Many will claim that this analogy is irrelevant due to the looming possibility of immortality through cryogenics and stem cells, but I have digressed.
Following what felt like a short lesson we tested editing short clips in Photoshop using footage recorded on our Iphones. Whilst the end product appeared trivial and minuscule, the familiarity we had gained with the program had significantly boosted our confidence with video and photo editing
Following what felt like a short lesson we tested editing short clips in Photoshop using footage recorded on our Iphones. Whilst the end product appeared trivial and minuscule, the familiarity we had gained with the program had significantly boosted our confidence with video and photo editing
DECO2300 Workshop A Week 2 Post
An exciting task was thrust upon my workshop class this week. We were to form tightly-knit groups and brainstorm ideas until we agreed upon a certain frank-en-game. Our task involved 3 peculiar games, with apparently nothing in common, left my group gasping for ideas like a beached salmon.
Whilst considering the difficulty of this task, an idea violently exploded from our minds in a manner very similar to the Alien movie. Our idea consisted of blending Operation and Galager, whilst juxtaposing a Dots n Boxes mini-game side by side with the main product. We call it...
You play a micro sized doctor flying a sterilized medical themed fighter jet through the open cavity of a surgery gone wrong! Blast away blood clots, tumors and infectious organisms whilst attempting to sew up a life endangering surgical wound. As points are accumulated, the player is allowed to begin "sewing" the wound in a separate screen in a mini-game that resembles "Dots n Boxes". But beware, fire upon a blood vessel or vital organ and risk tearing open the wound further and losing valuable time.
Additionally, each team in the classroom was entrusted with creating a wearable social device that would deal with annoying behaviors. This task proved to be considerably more gruesome than the former. We discussed all manners of deviant behavior such as sneezing, blowing noses and un-desirably vocal ticks many individuals emit.
This week was truly a test of our psychological fortitude.
- Galager (A bottom up space shooter/scroller)
- Dots n Boxes(A competitive puzzle shape drawing game)
- Operation (A board game surgeon simulator)
Whilst considering the difficulty of this task, an idea violently exploded from our minds in a manner very similar to the Alien movie. Our idea consisted of blending Operation and Galager, whilst juxtaposing a Dots n Boxes mini-game side by side with the main product. We call it...
Galager Surgeon:
You play a micro sized doctor flying a sterilized medical themed fighter jet through the open cavity of a surgery gone wrong! Blast away blood clots, tumors and infectious organisms whilst attempting to sew up a life endangering surgical wound. As points are accumulated, the player is allowed to begin "sewing" the wound in a separate screen in a mini-game that resembles "Dots n Boxes". But beware, fire upon a blood vessel or vital organ and risk tearing open the wound further and losing valuable time.
Additionally, each team in the classroom was entrusted with creating a wearable social device that would deal with annoying behaviors. This task proved to be considerably more gruesome than the former. We discussed all manners of deviant behavior such as sneezing, blowing noses and un-desirably vocal ticks many individuals emit.
This week was truly a test of our psychological fortitude.
Monday, 3 August 2015
DECO2300 My Digital Pantry
A real digital pantry should have better quality than this |
My housemates wiggled their eyebrows and shot puzzled expressions in my direction as I paced around the kitchen and living room, testing every 'device' in sight. "He's gone crazy!", one of my more worrisome friends cried out. But they were wrong, dead wrong! I needed to consider every device that I regularly used, a seat, a desk, the kitchen sink. Suddenly I realised that in my steely determination to complete this task I had neglected to feed myself for an extended duration, my belly gurgled. How much time had passed since I had eaten anything, I asked myself this question numerous times, but to no avail. Perhaps 10 maybe 20 hours had passed since the last morsel of food passed my lips, however, the details were unimportant! I spun around and approached the pantry and experienced a shock that electrified my digestive organs, shattering any notion of hunger. 'The pantry!' I yelled, my voice laced with triumph.
The pantry door is a device that I as a food consuming human tend to use rather frequently, 4-6 times a day to be more precise. I will operate this device relentlessly in an attempt to evaluate what kind of side dishes, seasonings and sauces are available as I prepare my meals. Long minutes tend to be consumed as I crane my neck to and fro, inspecting each corner of the pantry. My idea is cryptically related to blog's title, a 'Digital Pantry'.
My digital pantry will include an interactive screen, where inventory can be checked without pointless operation of the door hinges taking place and pre-programmed dishes (vetted by the user) will appear in green if sufficient inventory exists, orange and red if only partial or no inventory is available. Inventory management will be assisted by a built in barcode scanner and a manual inventory entry (sugar, salt etc).
This device variation will bring civilisation one step closer to the digital age portrayed in many of our childhood sci-fi films. Look Below for a digital paper prototype.
Sunday, 2 August 2015
DECO2300 First Week
A famous French philosopher, René Descartes once said, 'Except our own thoughts, there is nothing absolutely in our power', this quote has been a lens through which I have viewed life ever since I read it. The nuance of this quote rung true as our lecturer uttered the words, 'What do YOU think a prototype is?', a smile crept along my face as I considered this gauntlet.
For me, the concept of a prototype was simple, it is functioning model only within the scope of its intended role, regardless of any functional restraints that would effect it in the marketplace or tech industry. A prototype can be as overt as a camera attached to a robot, or as innocuous as a few toilet rolls taped together.
Whilst a prototype may look nothing like the final product, it serves a vital purpose in conveying the concept from withing the designers head to possible investors and team-members and providing a reference point for the designer to improve upon their model (and ensure its compatibility).
A prototypes purpose will vary from project to project, but all prototypes will ultimately convey the functionality/dis-functionality relating to the particular problem it will be addressing.
This man is able to make a wooden bike, but not a long enough shirt. |
Once an idea has been conceived, a prototype should immediately be produced. Even if it is constructed out of paper, a prototype can provide priceless feedback towards a project that mere introspection never would.
My first week of DECO1800
An architect's work is not complete until the draft paper is correctly rolled. |
After leaving the first lecture for DECO1800 last Friday, numerous questions buzzed around in my brain. 'What do I expect to be doing this semester?', I could hear a voice whisper as I approached the bus stop. I tried to focus on something else, but the questions persisted. 'I want to learn/experience/do...', the voices persisted, 'What are your expectations for this course?'. I mulled over these questions but was unsure how to answer them, so I studied my course description, 'I'm worried about...' it spoke. Minutes blended into hours, the questions persisted. Suddenly, an epiphany tore through my synapses. I rushed to my computer to document my thoughts and confront the questions that had plagued me all day.
I expect to be undertaking a group based development project throughout this semester, working extensively with HTML and JavaScript, whilst simultaneously updating a regular blog, compiling a portfolio and submitted reflective journal entries.
I hope to experience working on a project with a zealous team and complete a project that exceeds the sum of its parts.
I hope that my contributions to the group project will drive it towards a collective goal.
I expect this course to be:
- Time Consuming
- Challenging
- Rewarding
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