Saturday, March 1, 2008
Project Two - Bee Hive! Final!
Bee Hive! is a competitive game in which players can block and thus ‘screw over’ other players. Removing a 'honey slick' block decreases a point. Thus, it encourages competition, rowdiness, and laughter.
Another improvement made was incorporating the red dots in which ‘honey slicks’ could be earned. Originally ‘nectar points’ which players earned could be traded in for ‘honey slicks’ but this trade in was discouraged by the fact that the main objective of the game was to simply rack up 5 points. Thus competition and fun were diminished. By making the ‘honey slicks’ spots that player would land on by chance would increase their likelihood to collect and use them thus blocking other players and heightening competition.
The last improvement made since the very first conception of the game board was narrowing the honeycomb paths players could take. This forces players together, down to only 2 paths at the very end of the game board which heightens competition and limits affordances.
Friday, February 29, 2008
Wednesday, February 27, 2008
Project 2- Amy
This game consists of a metal wheel attached to a wooden board and waterbed filled with elastics. The object of this game is to use the steering wheel to try to hook as elastics on the hooks as possible. It is harder than it looks.
Game #2: Taste It
(2 or more players)
There will be a variety of spices that will be given to two groups of players while blindfolded. The objective of this game is to be able to tell what you tasted while blindfolded. The team that gets the most right wins.
Game #3: How Many Can You Poke?
(4 players)
Make two teams of two, each team is to use barbeque sticks to see how many meatballs they can pierce into a bowl of water filled with meatballs. Players can use as much force as they like but each player only gets one jab; this means that players cannot raise theirs hands a second time to pierce. The purpose of having two players on a team is so that each team gets two chances.
Game #4: Make It with Your Eyes Closed (2 or more players)
This game is like making meals in your everyday life except this has a twist. Both players will have a variety of food layout on a table to choose from. The objective of this game is to make a meal with the ingredients provided with your eyes closed; whatever you make you must eat. If players are caught cheating they will have to eat what their components make as well as their own meal.
Game #5: Turn
(2 or more players)
This game serves no real purpose but it is design to see how a person follows instructions when they are unsteady. The objective of this game is for each player to turn on the spot face down while touching a four feet stick. After turning 5 rounds players can let go of stick and proceed to walk in a straight line. You will be amused at people staggering and try to walk straight.
(At least 2 teams)
Each player receives a card with a certain ethnic background; their job is to communicate to their team members about their ethnicity without verbal statements. Only use gestures to communicate and describe their character to their team. Whichever team gets all the cards correct wins.
Project Two, Part Four
The final part of Project Two is due at the beginning of next class.
Create a formal proposal that details your final concept. Your proposal should include visual representation of your concept, as well as a written description of why your toy or game is fun and how it employs the course concepts presented to date. You should incorporate improvements derived from user testing. Your proposal must be posted to the blog by March 3 at 6:29PM.
As with the presentation in Project One, the format for this post is deliberately open, and I encourage creative responses. You could (and are encouraged) to incorporate photos or video. You are not necessarily required to change your prototype in any way, but may choose to do so if it would improve your proposal. Think of this portion of the Project as a pitch to a manufacturer: why should I buy this toy design? A discussion of your design process, and the results of your user testing (both in-class and elsewhere) should play a role in your proposal.
Note that this post is the final product for Project Two. I will not be collecting the toys, nor will I be accepting hard copies of your proposal. The proposal should stand alone, and not require any prior knowledge of the toy/game in question. If you are having trouble getting your proposal onto the blog, please let me know as soon as possible.
Tuesday, February 26, 2008
Monday, February 25, 2008
Exercise 9 - Alex Goldsmith
Coke 2.08
4x 0.25
Deposit Money 1.00
Fink Beer 11.1 0.37
Leek 0.99
Onions 2kg 0.55
Work Overalls 4.99
______
Total 9.98
Cash 10.00
Change 0.02
Narrative One
It's been a long day on the job. I work for a construction company and today we were putting the support beams for the building in place which, required a lot of physical labour. I have a specific ritual after a tough day which includes going to the nearest store and buying a variety of items such as beer and whatever I should need for dinner that evening. I eat what I cook, drink my beer and try not to think about tomorrow.
Narrative Two
Being an obsessive compulsive construction worker has its immediate downsides. I have singled out my favourite pair of dickies work overalls of which I have bought roughly 45 pairs to date. I can't stand it when my overalls get dirty and I don't know why.
Exercise 9 -Inbal
The author would like to mention that the assumption brought here are not real and the author does not mean no harm to good people with less money then other.
Exercise 10 - Alex Goldsmith
http://webspace.ocad.ca/~ag07sj/
Exercise 10 - Adam
http://webspace.ocad.ca/~ao07pi/index.html
Adam Oliver
Exercise Ten - Ann
http://webspace.ocad.ca/~ak07uh/index.html
Feedback Comments + Personas
In making your feedback comments to your colleagues' prototype posts, attempt to answer the following questions:
How (or how not) is the prototype fun ?
Here, discuss design specifics of the toy or game- colour, features, affordances, mapping, etc. - either in terms of successes, or missed opportunities.
Why (or why not) is the prototype fun ?
Here, discuss your gut feelings about the toy or game. Elaborate as best you can.
Who is the prototype fun for ?
This last question should be answered in terms of personas, summarized below. In short, list the which persona(s) the toy or game would appeal to. If none, posit a missing persona, or discuss why this toy or game is inappropriate for the target audience.
"Personas (figure 5.8) are a documented set of archetypal people who are involved with a product or a service. . . . To create a persona, designers find a common set of behaviours or motivations among the people they have researched. This becomes the basis for the persona, which should be given a name, a picture, and a veneer of demographic data to make the persona seem like a real person."
(from Dan Saffer, Designing for Interaction, 89-119)
For your OCAD Student Personas, our "veneer of demographic data" consisted of answers to the following questions.
What do the love? What do they hate? What do they eat? What do they listen to? Where do they live? What do they wear?
Here they are:
The Stylish Designer:
The Burnout:
The Art Gangster:
The Indie Kid:
The Environmental Design Student:
The Illustrator: