Puzzle Game + Building Legible Environments
From MultimodalEnvironments
(Disclaimer: Ryan made all this up as of version 1. Feel free to disagree/modify/overwrite/discuss!)
Contents |
Problem Statement (Ryan in Presentation)
As we saw in class on Wednesday, many current SMALLab scenarios require extensive explanation by a facilitator to teach participants about their roles. This may be desirable in some circumstances, but in other circumstances it may behoove designers to build self-explanatory environments. Thus, our research goal is to prototype several variations on a multimodal environment that attempts to be easily legible, and evaluate their success. We want to see the affordances of the SMALLab space can be used to reveal the affordances and context of an interaction without external intervention.
Scope
- Goals
We're primarily interested in legibility. Thus the focus should be on creating a simple interaction that can be easily modified. Evaluation of different interventions is a significant portion of the project.
Environment Design: The Maze Game
For implementation details, check the Puzzle Game Specification . For timeline, check the Puzzle Game Project Timeline .
- The user begins in an empty SMALLab space with a single glowball on the floor.
- Environmental cues guide the user through an orientation task (picking up the ball and moving to a start location).
- The user must learn the affordances of the multimodal environment to successfully navigate a complex maze-like environment. Audio and video cues provide guidance and motivation to complete a series of tasks (lateral-thinking puzzles) with defined goals and success/failure conditions to progress through the maze.
- Feedback Examples
- Tracing lines of varying height based on line thickness rendered in video
- Keeping the ball between walls rendered in video
- Audio versions of similar cues (a la Chris's Sonic Maze)
- Puzzle Examples
- Tracing game w/increasing levels of interactivity and freedom
- Chasing dot game
- Games based on rhythm and music
- Games based on ideas in physics and real-world phenomena
- Feedback Examples
Evaluation
- Quantitive/Qualitative evaluation of user responses to different environmental variations
- Example: Provide different set of cues to explain the afforances of a given puzzle, record time-to-completion, number of errors and qualitative experience.
- Target puzzles at different "Intelligences"
Group Member Roles
Andrew
- In-discipline
- Assisting Ryan with Dash and Java programming
- Utilizing Computer Science background into coding
- Algorithms
- Partial AI
- Software design
- Transdisciplinary
- Evaluation of user interaction
- Physical development of media objects (a new ball design)
Dustin
- In-discipline
- Developing audio (prerecorded sfx, audio files, etc.)
- Utilizing filters and other tweaks to make audio more interactive
- Transdisciplinary
- Learning to develop interactivity for SMALLab environment via Max/Dash/Java?
Ryan
- In-discipline
- Dash plugin programming (graphics) as needed
- Java programming (backend/framework) as needed
- Transdisciplinary
- Work on quantitative evaluation
Wenhui
- In-discipline
- Visual design(including interface design, visual feedback and game world creation)
- Java programming if needed
- Transdisciplinary
- How to test and educate user's multiple intelligences during serious game design
- How to develop gameplay, interactivity, entertainment and learnability, and combine all factors to make the whole game more legible, entertaining and meaningful
- How visual feedback combine and cooperate with other kinds of feedback effectively to realize our goals
- Discuss the influence of multiple interactivities to increment user's sense of immersion in multimodal environment
Links
Internal
- Puzzle Game Specification
- Puzzle Game Project Timeline
- Media:MM_Puzzle_Games.zip
- Media:MM_Puzzle_Game_Voices.zip
- Media:Labyrinth.jpg
- Media:Entrance.jpg
- Puzzle Game Project 2: the second part of this project
External
- add a link
