Friday, 28 August 2015

DECO1800 Week 5

"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.

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.


  1. Do you understand the objective of the game
  2. Do you understand the rules of the game
  3. What games do you think this is similar to
  4. 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!

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.

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.