Thursday, 30 October 2014

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.

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.


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.

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:





Monday, 22 September 2014

Designing physical interactions

Last week's class activity challenged us to think of 5 new, physical interactions that would change the way we do certain technological tasks.

E-mail

 (i) When selecting contacts, use a rolodex to be able to scroll through the address book.



 (ii) Adding an attachment by clicking a paperclip.


 (iii) Sending an email by flying a paper plane across the room.


 (iv) Stand up and jump on a pressure pad to send email.


 (v) Hit an arcade strength bar to send outgoing mails.




Twitter

 (i) Post a Tweet by flapping arms


 (ii) Whistle to post a tweet


 (iii) When using a hashtag, the user must press a button and say "hashtag" and then type in the word.


 (iv) When the user is typing a message on mobile, they can shake their phone and the last word they typed will become a hashtag term.


 (v) The user has a Twitter bird toy that must be squeezed to send a tweet they are typing.


Super Mario

 (i) Incorporate exercise - interact with wii, jump to get Mario to jump, run in place to get him to run, lift arms to change direction, etc.

 (ii) Jump on trampoline to get Mario to jump.

 (iii) Boxing gloves and padded controls.


Saturday, 13 September 2014

Prototyping Feedback


In designing my prototypes for TwisterXO, I set out to find out which size mat to use. I got feedback from 10 people during the contact session and 2 more outside of the course.



I developed 3 different versions –

  • a 3x3 grid
  • 3 in a row on a 4x4 grid
  • 4 in a row on a 4x4 grid

For each testing session there were two testers. They played two of the games in a randomly selected order.



To gain quantitative data, I timed the duration of each game.
On average, the 4 - 4x4 game took the longest to complete, taking up to 2 minutes, while the small, 3x3 grid took under 1 minute.

After the games, each user was asked to fill out a questionnaire.

Summary of findings:
  • The 4x4 with 3 in a row game was the favourite with all of the testers choosing it as their preferred game.
  • Adding body parts like the original Twister game: 60% said no.
  • The majority of players said that the games were of average challenge
  •  The 4/5 testers who played the 4 – 4x4 game rated it as 1 point higher on the challenge scale than the other version they played.
  • The 3 – 4x4 game got a the highest number of scores for replayability, with 50% saying it was very playable and 25% saying it held an average level of replayability. It was also rated more replayable than both the other versions by 1 point in most comparisons.
  • The 3 – 4x4 was rated more rewarding than the others.
When asked if the tester would fix anything, most said that the spinning arrow should be easier to click.
Other feedback included finding a way to make the game more skilful, Having multiple players rather than just 2, and Asking about playing with your body, so only having 4 markers to place.

Further development based on the findings:

  • Multiple players
  • Only 4 moves – include the option to lift one body part if all 4 are placed on the grid.
  • Possibly adding an element of skill to counteract the random element.
The 3 - 4x4 grid will be further developed based on the findings.


Instructions:
1. press the arrow to spin
2. choose your twister spot
3. next player repeat steps 1-2

Get 3 in a row to win

Tuesday, 2 September 2014

TwisterXO - AS3 planning

I feel grateful that I have done a lot of coding, but I am still learning AS3 so it is quite slow. The bounce tutorial was particularly helpful in getting the feel for the syntax.

I have started planning my prototype and I am not sure how adept I will be at AS3 within a week, so I will aim at getting the noughts and crosses interface done if I don't have time to figure out the Twister player options (left hand, right hand, foot).

In terms of classes, I would probably need a main, a Twister tile, a player and a spinner class, as outlined in the CRC cards below.