Week 6 - Interaction and Play
Week 6 consisted of responding to Bens feedback from the previous week:
âPossibly through lack of clarity I inferred a conceptual tension between anonymity and collaboration in the presentation. This however was resolved before the end of the session. Identify and formalize both the internal aesthetic and extrinsic goals of the play experience? Be as specific as possible but as vague as necessary with your elevator pitch. This is your design pillar. The thing that you use when, for example, your team is not together. Everything you do should guide you towards that goal. If you truly believe itâs not your goal any more - you need to, as a team, agree to any changes you make. Without a guiding vision itâs too easy to get lost. â
Ben made a valid point in that our elevator pitch has been shifting quite frequently. We have lacked a strong indication on whether we want to have the tension between collaboration and self moderation. To solve this we will be trying to discuss where we plan to go with the future of the Freybreg Novel.
âBe wary of your interpretations of your current tests. I would argue that the experiments are too complex to extract focused feedback of any true value. There are so many elements (UI, placement, duration, phrasing of the instructions) to the installation and so many factors about the testers (the BCT student cohort) that may mean youâre not receiving feedback relevant to your target audience (more on user profiles below). As discussed in class, it is paramount that you do as close to an on site test before week 9 as you can. You may be able to âget awayâ with doing something on AUT campus pre week 9 and then something straight after week 9 in Freyburg, but aim for the former.âÂ
Our initial plan was to test in Freyburg from the get go but we have had issues with finalizing an idea to test. The data we gathered from the âin-houseâ tests might not be as accurate to our user profiles however has given us an insight into how collaborative writing might take place.
âIt would be very useful to formalize some user profiles (âverticalsâ) and create some assumptions around them and select one or a few to design for as a scoping exercise for the project. E.g. We talked about: the luncher, the vaper, the walker, the wanderer, the meditater, the skater, etc already being in the space. But Auckland Live have indicated they want to bring people who live Auckland down from their apartments, so you should make at least one profile for that too. You will be able to test your assumptions around different profiles in weeks 6 - 9 but many will go unanswered and thatâs just an extension of the project scoping you will need to formalize. Also interrogate the graduation threshold for the current user profileâs state and the desired state in The Transtheoretical Model (Stages of Change). You might also want to have a look at Will Wright graduation of players through game ecosystem it might not be applicable to this project but is still interesting for looking at product/service longevity.â
We have decided to focus our user profile on mainly the luncher and walker as those are more common in the Freyberg Place. We plan on designing the project with these two ideas in mind
âMy advice regarding the factors affecting testing (UI/UX etc) is to use as many commonly used interfaces/languages as possible to lower the barrier to entry. Only re-invent the wheel with the parts of your project that need it. Itâs fine to make some assumptions about, for example, using a keyboard being relatively accessible in the context of a 15 point paper. Start with easily recognizable mechanics: (we discussed some of these during the week 6 class) madlibs, those fridge magnets, a keyboard. Also try borrowing from other intuitive/popular products: Gloom, Once Upon a Time spring to mind.â
This is something we have a group have discussed quite extensively as we wanted the experience to be available to anyone to use. We thought that the familiarity of a keyboard was worth incorporating despite the technical difficulty to keep it operational.
âWe did discuss the lock out mechanic being part of the allure of the interaction and the spectacle. But I would like to de-emphasize that feedback as it was just a specific example that popped to mind. Focus on testing the high level concept using as many existing mechanics/interfaces/languages as you can.â
Lock out was one mechanic we did focus on however it did adapt and change as the project moved on.
âManagement of this project, making sure everyone is contributing efficiently, will be a challenge but if done well this could be an easy final phase of the project. I will try keep you in check with this during the class but you could, for example, as you approach the week 9 deadline, assign the power of veto to someone at random just to stop arguments from slowing you down (if they even occur).â
We have definitely come to notice that our team management has become a bit of a struggle. At the very beginning of the project we assigned Oscar the leadership position; giving him power of veto and the intent to organise our group. Despite this we have run into the issue of some members rarely making it to class and contributing very little to the group. We plan to talk to Ben in an effort to solve this
âAs with the music project, you are in a position to define what kind of stories this project creates. I would advise not making it totally freeform and, if it were me, I would find a concept to ground the aesthetic. You could even select different concepts if you canât agree (i.e. share the mechanics but see how you can bend them for different types of stories). You will undoubtedly have unplanned incidentals and players who deliberately subvert the aesthetic intentions but, taking a page from Thatgamecompanyâs Journey, you can reduce the interface to the point where, although you probably won't be able to entirely prohibit âoff-brandâ stories being generated, you will, for the general population, make it both obvious of what is expected through encouragement using aesthetic signifiers (themes, starters, words, colours, shapes, examples) or make it at least difficult to go âoff-brandâ through restricting the system mechanics and interface (may limiting the type of words they can choose to some degree). Iâm also reminded of this talk by Jessie Schell.âÂ
Following Bens advice we have begun to look into a game called Fiassco and how they deal with player boundaries and setting. We plan on designing a plinth in order to invoke the ideas of storytelling that we will focus on.