In my very first post, I defined a prototype as "a basic, physical model or representation of an idea. It can range from simple shape to a full-scale working model."
While this definition is correct, it is extremely limiting! It definitely did not prepare me for the course as it narrowed my scope and understanding. As Digital Prototyping has progressed, my views and understanding of the work that goes into developing products has deepened and I appreciate the process of prototyping far more. I enjoyed the iterative nature of the course and felt that it taught me a lot about what to look at when developing a product, how to approach testing and improvements, and about development and design in general.
This course has been both rewarding and taxing, with my initial video prototype concept not fully meeting the criteria for an interactive wearable technology, but I was determined to learn from the feedback and enjoyed the different approaches to prototyping, especially exploring physical prototypes with the Makey Makey.
If you asked me what a prototype is today, I would define it as follows:
A prototype is a physical representation used to measure the feasibility of a design feature being included in a product or program.
Prototyping is a rich process whereby specific interactivity, physical features, product feasibility, and many other aspects can be tested on their own or combined. The process is rewarding and leads to design iterations and improvements to the design of a product. Prototyping can prove costly if you attempt to prototype the full product, but if undertaken iteratively and planned well, can save costs of the overall project in the long run by testing smaller components or ideas separately to ensure 'parts of the whole' work before finalising the 'whole' and having to make many adjustments and changes that will be expensive and more time consuming.
My DECO7230
Student blog for DECO7230 - Digital Prototyping at UQ for Master of Interaction Design.
Tuesday, 4 November 2014
TwisterXO Testing Feedback
Users had fun testing TwisterXO during the final workshop.
On a whole I received positive feedback and feel that there is promise in TwisterXO as a game.
Testing:
Users were presented with the following questionnaire:
TwisterXO
- How simple was the game to understand? (circle one)
- Easy
- Moderate
- Difficult
- How fun and engaging was the game (with 1 - not at all and 10 - awesome)
(circle one)
1 2 3 4 5 6 7 8 9 10
- Which game do you prefer? (pick one)
- Noughts & Crosses
- TwisterXO
- Normal Twister
- Should Twister board body parts be included (left foot, right hand, etc)?
- Yes
- No
- Apart from increasing the size of the board, what affordances could be added to increase the level of excitement and engagement?
- What is one thing you would change about the game? Think big, think wild, think extreme.
Feedback:
I received feedback from 6 players and the response based on the questions was positive.1. All of the users found the game and concept easy to understand without needing much explanation to start playing.
2. Based on all the players' ratings, the average level of engagement was 7.
3. 100% preferred TwisterXO to the original games.
4. Only 1 of the players suggested adding this element and only as part of increasing difficulty or levelling up.
5. A number of ideas were given:
- Sound for improved feedback (67%)
- Automatic spinner and sound (50%)
- Challenges to level up (4 in a row to win instead of 3) (33%)
- Introduce more players (33%)
6. In terms of taking the game to a new level, some ideas surfaced that could be fun to explore further:
- Make the game in a 3D space, so players can use the walls and ceiling to play too
- Get players to do a task to win (e.g. tap foot)
- Place the mat on a balance board so players must stay in balance and think about their next move.
Based on these findings, I think TwisterXO holds promise as a commercial game.
I envision the final version having each player wear a coloured bracelet that identifies them to the board. The Twister Tiles respond to touch and the colour changes to match that of the person touching it and give haptic and a soft beep sound as feedback when they touch. When one player has moved, a spinner spins automatically and announces the colour the other player must choose. On winning, the entire board will vibrate, the tiles they linked as 3-in-a-row will all be lit up in their colour and the other colours fade to grey.
Thursday, 30 October 2014
TwisterXO meets Makey Makey
Creating the life-size TwisterXO board included making 'buttons', linking them together at the bottom (back) of the board to attach to ground on the MakeyMakey.
Next, each terminal or tile was connected to the corresponding key on the MakeyMakey. The strips made it easy to ensure the MakeyMakey cables were easy to connect.
Finally, a Twister mat covered the board to complete the prototype.
What is TwisterXO?
A mashup of Twister and Noughts & Crosses, TwisterXO is a life-size, interactive game for two players (with the possibility for more players in future iterations).
TwisterXO brings a refreshing twist to the old X’s & O’s by making players of party game think a bit harder about their next move.
Instructions:
1.Spin wheel by clicking on the spinner arrow.
2. Player places hand or foot on any tile of corresponding colour.
If the row is full, spin again
3. Next Player repeats step 1-2.
Rules:
No changing your mind once body part is placed.
Win:
In “TwisterXO”, 3 in a row wins.
TwisterXO includes a 3x3 Twister mat with tiles that act as buttons. When a user places their hand or foot on the button during their turn, the mat records player 1 as an 'X' or player 2 as an 'O'.
Sunday, 26 October 2014
The last stretch - Prototype III
I am happy with the feedback and response received during Prototype II testing.
My 3rd and final prototype will be extending and expanding on TwisterXO. I would like to make the game physical and planning to code this in Action script 3 is a bit more challenging than I thought. In testing the game itself for the first iteration, I coded the game to use mouse clicks, but with the MakeyMakey I will need to change these to keyboard events.
Based on the feedback from Prototype I, I would like to make the spinner automatic and speak out the colour the spinner lands on, as users will not be able to remove hands from the mat and click the spinner.
Plan:
-users press play& spinner rotates
-player 1 takes turn.
-spinner rotates and player 2 takes turn.
-game continues until one player wins, or ties.
-users press play& spinner rotates
-player 1 takes turn.
-spinner rotates and player 2 takes turn.
-game continues until one player wins, or ties.
I will need to use a 3x3 board, not only because of MakeyMakey constraints, but also because I am not entirely sure how to code the board in such a way that detects if a player lifts their hand or foot after placing it in an initial spot.
Thursday, 16 October 2014
Reset meets Makey Makey - Testing Feedback
During the workshop session, a number of user tests were performed on the interaction of the reset.
Based on observations, the interactions worked well and the user needed to run on the spot in order to get the music to stop playing. Testers enjoyed the interaction and responded positively. I would have preferred a prototype where the user did not have to attach any wires and got some ideas of how to do so by creating a DIY pressure pad that when stepped on would work as a button and this would work well for the physical exercise motivation, as it can be moved further away from the work station.
I asked the testers to answer three questions:
Q1
On a scale of 1-10 (1 being not at all, 10 being perfect), how well does the reset encourage movement?
The average user said motivation to move was an 8 with the music, with one tester giving it a 10 for wanting the music to stop.
Q2
Would you encourage users to move in a different way? How?
Several suggestions were made for different movements, ranging from walking a certain number of steps, using sequenced arrows for the user to use like a DDR board, bouncing a ball or doing burpees, while 2 of the users said that the interaction was fine as is.
Q3
Would you like to see personalisation of the following elements:
(a) Time seated (Y/N)
In terms of changing the time seated, 75% of the users said they would not make it changeable. One user said that since the time was based on scientific study, it would be best to follow the suggested time.
(b) Song choice (Y/N)
Changing the song was also not high on the priority list, as the choice of song "I like to move it" was extremely motivating because you wanted it to stop, if you pick your favourite song, you might be tempted to sing along instead of move around.
(c) Exercise level (Y/N)
Finally, all the users said that adapting the exercise level would be a great way to motivate and encourage movement. The suggestions mentioned in Q2 above would be ideal.
Based on observations, the interactions worked well and the user needed to run on the spot in order to get the music to stop playing. Testers enjoyed the interaction and responded positively. I would have preferred a prototype where the user did not have to attach any wires and got some ideas of how to do so by creating a DIY pressure pad that when stepped on would work as a button and this would work well for the physical exercise motivation, as it can be moved further away from the work station.
I asked the testers to answer three questions:
Q1
On a scale of 1-10 (1 being not at all, 10 being perfect), how well does the reset encourage movement?
The average user said motivation to move was an 8 with the music, with one tester giving it a 10 for wanting the music to stop.
Q2
Would you encourage users to move in a different way? How?
Several suggestions were made for different movements, ranging from walking a certain number of steps, using sequenced arrows for the user to use like a DDR board, bouncing a ball or doing burpees, while 2 of the users said that the interaction was fine as is.
Q3
Would you like to see personalisation of the following elements:
(a) Time seated (Y/N)
In terms of changing the time seated, 75% of the users said they would not make it changeable. One user said that since the time was based on scientific study, it would be best to follow the suggested time.
(b) Song choice (Y/N)
Changing the song was also not high on the priority list, as the choice of song "I like to move it" was extremely motivating because you wanted it to stop, if you pick your favourite song, you might be tempted to sing along instead of move around.
(c) Exercise level (Y/N)
Finally, all the users said that adapting the exercise level would be a great way to motivate and encourage movement. The suggestions mentioned in Q2 above would be ideal.
Thursday, 9 October 2014
"Reset: the Sitting Intervention" meets the Makey Makey
I approached the MakeyMakey from a coding point of view first. I reasoned that once my interaction worked, I could have fun adding and exploring interactions. I do wish I had had a bit more time to play with interactions but I spent a bit longer on the code.
Standing up for longer than one minute stops the timer.
After 50 minutes of being seated, the alarm starts to go off to encourage the wearer to get moving.
The user must complete a physical activity to get the alarm to stop and be able to sit down again.
Standing up stops the timer and resets it.
After 5 seconds, the song starts to play.
The sound will stop after the wearer runs on the mat for 10 steps.
Development Process:
Testing the sitting interaction alone would not be enough, so I decided to revisit the original concept. The goal of the reset is to encourage people to move after sedentary periods. The reset woul make a sound and buzz to encourage movement.How could I increase this level of encouragement?
Eventually I decided that one way could be to get the wearer to do a physical activity to be able to get the alarm to stop. I also decided that the alarm should go off until the wearer completed the activity, and then chose a song to meet the goal - "I like to move it" seemed the perfect fit.Real-world scenario:
Sitting down starts the timer.Standing up for longer than one minute stops the timer.
After 50 minutes of being seated, the alarm starts to go off to encourage the wearer to get moving.
The user must complete a physical activity to get the alarm to stop and be able to sit down again.
Testing Scenario:
Sitting down starts the timer.Standing up stops the timer and resets it.
After 5 seconds, the song starts to play.
The sound will stop after the wearer runs on the mat for 10 steps.
Physical Components:
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