Friday, March 7, 2008

zunera waheed "race to home"

“Race to Home”
Objectives: - You’re objective is to try to get all you’re cubes into the “house”.

How to Play: -
# of Players: 2 to 4
• Place 4 same color cubes in any one of X box
• Start the game by throwing 5 stripes; count the numbers of stripes with the color blue facing upward.
• You cannot move your cubes until you get 3 blue stripes. You need to get 3 stripes one’s to begin the game.
• Move your cube place to left then other players turn
• Repeat the following steps: -
1-throwing strips
2-move you’re cube left by the number of blue stripes.
3-the next player’s turn
The 1st person to reach home WINS!!!

********WATCH OUT FOR OTHER PLAYER (S)!!!!!
They can capture your cube and you have to star all over; if other players cube come to your box where your cube is.
-At the same time only one cube can stay in one box but the box with “X” can have more then one cube.

Why it is fun?

This game can be played with 2 or 4 people. While playing the game you always tend to predict on the number of blue stripes you get which means you don’t always need knowledge to play the game but also need luck. Every age group can play this game leading it to be exciting. You have to focus on 4 cubes at the same time and think about which one will make the best move. In this game player always want to capture each other’s cube which makes “Race to home” very competitive game. Therefore, it encourage competition, noisiness and cheerfulness.

Improvements: -


I improved the mapping of this game. In user testing I found that the directions of the game were not obvious enough and very confusing; therefore I added the direction lines. I also added the color into the boxes and lines which made this game much more easily to understand. I made this game with cardboard, which is fine, it works; but I want actual game to have Mattel on board and cubes with magnet on the bottom so they don’t fall.


Thursday, March 6, 2008

Project 2, Final - Amanda Compagnone

Rain Drops Fallin' in my Cup






Aim of the Game

In today’s fast paced lifestyles most of us lead, we rarely take the time to appreciate the more simple things in life. To eliminate the stress most students face, it’s imperative that we also make an effort to se the bright and shiny lining around every storm cloud. This game aims to solve these common issues amongst young adults while encouraging exercise and good old-fashioned fun!

How to Play
1. Wait for a beautiful rainy day!
2. Get some friends together, as many as you like to make two teams.
3. Put on your bathing suits and give each person on your team a clearly visible number with the Raindrop Catchers Numberin’ Marker.
4. Give each team a Raindrop Measurin’ Cup and lid.
5. Pass or throw the cup amongst your teammates while running or walking to catch as many raindrops as possible.
6. Person number 1 starts and must pass to person number 2 and so on, after the person with the highest number has gone they pass back to person number 1 so that everyone get to do some Catchin’.
7. You cannot have the cup for more than 5 seconds without passing and everyone has to be running or walking at all times.
8. You can push, tackle, or do whatever it takes to make the other team spill their raindrops while protecting your own team’s cup.
9. Catch as many raindrops as possible, be creative, anything goes.

Team with the most raindrops wins!

Why is it Fun
It's fun because it's crazy, it brings people closer together and it makes rainy days more enjoyable!

Improvements
Coming soon.

Monday, March 3, 2008

Project Three, Phase Two: User Scenario Storyboards

In the second stage, you will each develop one experience for presentation to the class. This presentation will take the form of a user scenario storyboard: a graphical narrative of the experience through the senses of one or more specific persona(s).

"In a sense, scenarios are prototypes built of words.

Scenarios are, at their heart, simply stories - stories about what it will be like to use the product or service once it has been made. The protagonists of these stories are the personas. Using a scenario, designers can place their personas into a context and further bring them to life. Indeed, scenarios are one of the factors that make personas worth having. Running through the same scenario using different personas is an excellent technique for uncovering what needs to be included in the final product. . . .

Once a scenario and sketches have been created to show what a product or service could be like, designers can create a storyboard (figure 5.10) to help illustrate the product or service in use.








Storyboarding is a technique drawn from filmmaking and advertising. Combining a narrative with accompanying images, designers can powerfully tell a story about a product or service, displaying its features in a context."

(from Dan Saffer, Designing for Interaction, 89-119)

For next class, propose an experience that would be appropriate for Project Three. Storyboard the user scenario experience:
a graphical narrative of the experience through the senses of one or more specific persona(s). Your graphics may be hand or computer drawn. It is likely though not essential that your storyboard include text. You may use the personas we began to develop in Class 8, or you may develop your own.

Post your storyboard, as well as any necessary supporting information (sketches, personas) to the blog. Bring hard copies to Class 10 (March 10). You will each be presenting your storyboards to the class, as a springboard to our collective development of a single proposition.

Your individual storyboards will form a significant proportion of your mark for Project 3.



Project Three

Project Three

Project 2 - toy Final


Objective - Instructions for a "how to Build" a Steam propelled car out of recyled objects. The game includes 2 sets of wheels with 2 axles. Suggestions for how to get started in selecting the materials that can be found around the house. For instance the sardine tin used for the body of the car.

why is it fun? Allows the builder to be creative making use of whats availible. Its challenging and takes some problem solving. its enjoyable seeing the cause and effect reaction.

project 2 final -Amy F




Taste It
Objective:
(2 or more players)
The objective of this game is to be able to identify what one tastes while blindfolded. There will be a variety of ingredients ranging from two categories food and alcohol depending on the preference of the audience which will be served in small cups; these will be given to both teams while blindfolded. In the food category we have ingredients such as; ketchup, sugar, honey, chocolate/ maple syrup, salad dressing, soy sauce etc. For the alcohol category we have different beverages and brands like; vodka, tequila, rum, whiskey, wine, cider, beer etc. This game requires at least two players and a third person as a host. The two players are first blindfolded, the host then spoons one of the above ingredients into the two competing player’s mouths. Both players have to guess what they ate and whoever guesses the most ingredients given to them correct wins the game.

Improvements:
Originally, “Taste It” only possessed one category which was ‘food’ but since this game is targeted towards first year post- secondary students, an addition of an alcoholic beverage category would appeal to an older audience. So now there are two categories to satisfy both people who drink and people who do not drink.

Why Is This Fun?
The definition of fun is a source of enjoyment, amusement or pleasure. This game allows players to enjoy the process of tasting samples while blindfolded which adds a bit of mysteriousness that keep players on the tip of their toes. Not only do players benefit from this experience but others watching receive yearning or desire to play and see how they do at the test. Each person perceive what is “fun” differently but we can all agree that what makes something fun will keep our attention and engagement whether it is in the form of direct or indirect involvement. However the basic elements of toys/ games those are fun boils down to challenge and competition. In a game like “Taste It” it allows both players on each team the choice of both physical and mental battle; we want to rank higher and higher especially when there are competitions. Another element that plays a role in attracting and motivating people to play “Taste It” is risk taking. These risks are in the form of chance and guessing in this game, players are pressured to get identify the ingredients correct in order to not be defeated by their counterparts.

Project 2 final - Song Kim










Long Chopsticks

Objective : Try to interact with long chopsticks, when you pick up the object and for an additional scenario, when you eat.

For a first scenario -The goal is try to pick up and transfer all the objects to the basket helmet in a given time.

Additional scenario - ( the customer could use any type of own food to interact with the long chopsticks toy) The goal is try to eat the food using the long chopsticks.

How to play :
First Scenarion:
1. Wear the basket helmet
2.Hold the Blue rubber part with your hand (do not use both hands - just hold the rubber only with your one hand)

! time your self !

3. Grab the object with long chopstics
4. place the product into the basket
5. After you finish putting every product into the basket, Press OFF button

! See the time !
To be successful, you should not exceed 2 minutes

Additional scenario:
1. Hold the pink rubber part with your hand ( do not use both hands- just hold the rubber only with your one hand)
2. Grab the food with long chopsticks. (If this is too challenging for you, you can poke the food with long chopsticks)
3. Bring food to your mouth

Why is it fun?

Compare to other games from my classmates, this game is very simple and only has few instructions and objects to interact with. Since the chopsticks are long and hard to handle comfortably, this presents the user feeling of challenge. Challenge from handling long chopstick are not rather annoying but it is very fun and humerous. For example, during the play, other people could have fun watching the user; struggle to get the pieces in the basket on their head. This humerous activity presents a socio-pleasure to both player and non player. Also because this game is so simple to play, various people could try this with out fear or hesitation.
Moreover, because it is an uncontrolable action, it involves physical ability, practice and concentration. These challenges could make this game even more fun and not boring.
And, the random fake, plastic objects which look alike as a shopping items from the store, gives an aesthetic usability effect to look more attractive and fun. ( like shopping).
Furthermore, when the player try to break the other people's record, it will be competitive and this should engage players for a long time.

Improvement: From the feedbacks, I improved my thin, fragile chopsticks into thick wood chopsticks, covered with thin iron plates. This would hold the objects stronger so the player could input their full strength. Also the masking tape holder also improved. Instead of using masking tape, I use rubber holder to help holding the long chopsticks smoothly and flexibly.
Furthermore, I improved the objects- I made fake shopping items, so people could grab the fake products with fun. ( like shopping from the grocery store ) Also, I improved the holder for basket -ribbons to a velcro




Project Two Final - Emily





Lapse



How to Play:
Two player game.
Object of game is to get the marble in the other player’s net.
Marble starts in the center of the gameboard.
Players use their push sticks and slidable nets to move the marble throughout the course.


Lapse is an action-filled interactive game in which players can test out their competitive ness and compete against their friends. It is a game based around speed and agility, and its high physical activity (you need to stand, and move arms quickly) makes it an exciting, fast paced, and positive experience. Because of the game’s physical and not intellectual based nature, the game is fun for all ages, and the difficulty level relies on the person you are playing with. There is also no particular subject of interest applied to the game, so it is universal and can be enjoyed by people with various interests, not just artsy OCAD students. There are many variations in which players can strategize with in the game. Not only are there push sticks for moving around the marble, but users have the option of sliding the net pieces to strategize. Because of these many possibilities players will have to quickly move their hands from piece to piece to keep up in the game, making it very difficult. The obstacles placed throughout the game board add to its level of difficulty. Overall, its difficulty, social interaction, universal appeal, and competitiveness make it a fun game for everyone!



Improvements:
The actual game will be made out of smooth, coloured plastic instead of the cardboard that the prototype was made out of. This will make the game more durable, as well as make the game surface smoother and more level so there is no risk of the marbles getting stuck on the playing board. Also, the board will have no corners at the side of the box; it will be a completely curved surface. This gives the playing board a less boxy and more fun silhouette, as well as eliminating the concern for the marble getting stuck in the corner. The bottom of the game board will be coated in an anti-slide rubber surface, so the game board won’t shift when it is being used. The obstacles in the three levels to get to the net will be made by raised areas or bumps in the single sheet of plastic that the game is made out of. Because there are no extra materials joined to make the obstacles, there is no worry of the marble getting permanently stuck because of the joining of the obstacle pieces, and there no concern of the obstacles not being durable enough to survive extended use. Also, the obstacle ‘bumps’ will not be very high in height, probably less than 1 cm, so the obstacles don’t get in the way of moving the push sticks around, which was a problem in the prototype. The push sticks will be attached more strongly to the board, so you can’t pull them out completely and lose them. They will also be attached higher up on the board.







Marlissa Flint: Blocks and Pennies

Blocks and Pennies
Objective: To flick or push the penny from a predetermined distance which is decided by both players at the beginning of the game. the penny is to go through the two blocks which are turned on their edge to form a pyramid. the player earns points depending on how the blocks do or do not fall.

How To play: This is a two player game. The younger player will be first. Each player gets one chance to flick or push the penny through the blocks which have been set up on their edges to form a pyramid. If the player does this without affecting the blocks, the player will be rewarded 2 points. one block or both blocks facing upward will result in 1 point, both blocks face down will result in 0 points awarded. If the player misses both blocks completely a -1 point should be given. The players take turns, and the winner is determined when a player reaches 20 points.

Is it fun? why?: This game is really fun because its competitive and the player has full control over his/ her actions. It is a simple game and can be played almost anywhere. This game is highly physical which is an engaging factor. The uniform connectedness in the shape and size of the blocks allows for a consistent and smooth-running experience so the player can focus on having fun without worrying about the consistency in shape/size. Its fun also because there are many opportunities for each player to succeed, which creates motivation and a drive to keep playing. small climaxes help the player stay engaged throughout the duration of the game.

Changes/ improvements: Many changes have been made since the user testing. in fact, its a completely different game. I decided to depart from my original idea because my peer feedback pointed in the direction for major changes. the users were not having fun because there was too much thinking involved and no competitive aspect which resulted in less fun. i also learned that my game was not interesting. My efforts to create an interesting and engaging game using colour for education and fun were not successful.
i found myself playing with the blocks trying to think of a new idea. i initially wanted to think of some kind of tool for making shapes using blocks of colour. This was not easy. Every idea i had already existed so i decided i wouldnt limit myself to my first idea. After playing with them for a long time i decided to involve a competitor. It looked as if the user would have more fun with some competition. i grabbed my brother and we started playing this game that exists now. it was lots of fun, and it didnt seem to have any errors or possibility for suprises in the future that would constitute a rule change. its very physical, competitive and the user feels in control while having lots of fun!




Project 2 - Leigh McLaughlin


The Multi-Uni Stamp



(Re)Designed With What In Mind

The 'Multi-Uni Stamp"had quite an extensive developement cycle though it was simply designed to bring conventional stamps to the 21st century. I complicated the stamp to the point that though its' use remains singular, its' purpose is entirely up to its' proprietor. Aesthetic usability was greatly considered when the 'Multi-Uni Stamp' was designed; for the stamp of the future needn't be difficult to figure out. The rubber used in conventional stamps was innovatively utilized to ensure print legibility. With iteration (both in user testing and redesigns) the product was perfected. Several Iconic representations a day can be produced, inverse or otherwise, with whatever colour one chooses (typefaces are up to the individual also, as they are created by the individual). The 'Multi-Uni Stamp' was designed to serve the Hierarchy of needs from the bottom to the top. The form follows the function for the same reason aesthetic usability was so greatly considered. Colour was used to highlight parts on the stamp that are imparative to the function.

How To Operate

a) Hold stamp in hand as such that you can create a pattern by pressing certain dowels bellow the flat face of stamp. Press, randomly, or with pattern (that could include text, textile, geometric shape, or the like).
b) Once you have desired design, twist the coloured handle located to the side of the stamp frame, until dowels no longer budge (test by pressing finger down on some of them).
c) Press either side (depending on which version of the pattern you want -the positive or the negative) of stamp face on ink pad (or, colour with marker, paint, mud ect.)
d) Press face of stamp on surface (such as paper, fabric, skin ect.)
e) Re- ink when pattern no longer transfers
f) Admire your pattern


Includes

-stamp
-multi-colour ink pad
-fabric bad in which to carry

Improvements

It became apparent from the very first user test with the prototype that a few things needed to be re-approached. The wood of the dowels, for instance, soaked up the majority of the ink (when pressed on the pad or wet with marker) and disallowed even one vivid imprint with the stamp. Pieces of rubber (as used with conventional stamps), fitted perfectly to the ends of the dowels solves this. Also, user testing also revealed that despite the square frame, the elastic when tightened, forced the dowels into somewhat of a circle. The frames were redesigned as circles to combat this and give the design more continuity. The 'handle', formerly rectangular, used (twisted) to ensure the dowels remain stationary when stamping, was changed to dowel double the diameter of those that compose the face of the stamp, and coloured so that it is recognised as an important part of the toy.

Initial Prototype













Ideal Audience/ Why It's Fun

The ideal audience includes the age demographic we were to target, as well as those younger. Every of the OCAD stereotypes would enjoy this toy/tool because it can replicate whatever simple 2D image ones desires. User testing indicated, however, the toy is much more appealing, if one approaches it with creative intention.

project 2 - Milena

Priscilla - Pocket Bonsai
















Objective:
Can be used as a key chain or just a stationary item on a desk or on a locker door (comes with a stick-on magnet). For those who would like to experience a no mess, minimal care, feng shui agreeable living thing, there is Pocket Bonsai! Pocket Bonsai is a small plant in a plastic container that can be watered from a hole at the bottom and has room to grow above. Because of the container, the plant will create for itself a greenhouse in warm, lush, temperatures, which will contribute to the overall health and well being of the plant. The kind of plant chosen for this item is the succulent Jade tree, which is very hardy and very slow growing. It is also a species of tree that is already used in bonsai horticulture. When the Jade tree grows out of the container, the owner can pry it open and plant the tree in a pot.

Instructions to take care of Pocket Bonsai:

- 1 drop of water every day via hole at bottom
- place in bright areas of light but avoid direct sunlight for long periods of time















Why is Pocket Bonsai Fun?
Pocket Bonsai can be comparable to virtual pets such as Tamagotchi, Neopets and also many other role playing games such as The Sims and Nintendogs. It is the same reason why people are enthusiastic about the idea of a real pet; a creature to take care of and to see grow over time. People find it fun to have a leisurely responsibility that has nothing to do with work and more to do with play. Pocket Bonsai is fun because it gives the owner the responsibility and gratification of a pet, in the convenience of a key chain or a piece of locker décor. The final gift that Pocket Bonsai will give it’s own is the satisfaction when it grows out of it’s container.

Project Two Final - Ann


Mazes

Mazes are simple. All you have to do is navigate from point A to B. It isn't very difficult to design a difficult maze, all you have to do is make a lot of decoy paths (this is when too many affordances adds to a design). I believe many people have fun with mazes because it of the simplicity of the task involved, even if the solution to a maze may be quite challenging. I find mazes very meditative. I prefer 3-dimensional
mazes (like the one on Centre Island made from hedges) but a 2-D maze like the one I made is an easy metaphor for its 3-D counterpart.

Solving mazes can be frustrating, but there are many people like myself who enjoy the challenge. I think my mazes may have been too difficult for someone who gets frustrated easily, but it's a really good way to kill time if, for instance, you have a broken leg or something. The acetates and overhead markers included with the mazes means that if the solver goes
down the wrong path, he or she can correct their mistakes instead of having to start a brand new maze. Also, they can pass the maze along to a friend or trade with them for another maze.

The removable acetates also allows the user to see the line drawing he or she has made by finding the right path out. In the case of the first maze (difficulty 7.5 out of 10) there is no representational drawing made by the out path, however in maze 2
(difficulty 6 out of 10) the way out makes a dirty picture that I will not post here. If you like, you can print it out and solve it at home. My only hint is that the way out, according to Superbad, is a symptom of a common syndrome afflicting one in ten children of pre-pubescent age.




Project Two Final . Nicole . Build-A-House!

Nicole's Build-A-House!















Objective :

Can be played for amusement or as a scale model of what you would want your home to look like. May also be used to build a replica of your current home and play around with the exterior to visualize your home with different designs.

Includes:
-Four sets of 12 exterior cladding planes (Brick, Stone, Stucco, Aluminum)
-Four roof tops (Selected colors of shingle roofing & one flat roof option)
-Three selected balcony styles (standard)
-Six different window design options (standard, plus one stained glass option)
-Four front door options (Standard, plus one wood door)
-Six selected front entrance options (Front steps/walkways/verandas)
-Six garage door styles (color selections available)
-Six front landscape options

Scale: 1:200

Why its Fun?
Fun because user can directly relate the game to themselves by choosing their personal preference of home by designing it themselves. Through picking the exterior details and putting them them together, the user can create their dream home. Can also be used to develop a visual model of a home the user is actually planning on having built, or a home in which they are looking to find. Also fun because the materials can be used to build the users existing home and then change and alter the designs in order to visualize a renovation or upgrades.

Packages Available:
-Build-A-House! Standard (shown)
-Build-A-House! Upgrades
-Build-A-House! Modern
-Build-A-House! Luxury ($1,000,000 +)

Project 2 Final - Andrey Chernykh

How to Play:







Player can reconfigure the blocks however he/she wants within a given field in order to build a stable structure. An ideal audience for this game would be people who enjoy creating interesting structures.

This game is not only restricted to the idea of playing using dice, players can also come up with their own competitive games using Funky Builder blocks (i.e who builds the tallest structure before the time runs out, creating their own individual structures and the one that survives wins). The possibilities are vast!




Why is it fun?



















Funky Builder blocks have a unique non-orthogonal shape which makes them just as modular as the conventional building blocks. However, the unusual shape of the blocks make it a lot difficult to form a stable structure than with conventional building blocks, which increases a challenge and engages a player even more. The game could be very competitive because another player can deliberately "screw over" another player by setting up a delicate structure for a possible collapse, and it is going to take great skill and thought from the other player to make a move without collapsing a structure. Thus, competition increases the friendly interaction between two players making the game more enjoyable. Also player's use of thinking and creativity will make the toy one of the most fun leisure activities ever.


Funky Builder was designed with an idea that allows a player to create a futuristic, deconstructivist building reminiscent of buildings by Frank Ghery and other deconstructivist architects. The endless possibilities that the blocks provide will engage the players in competition with each other for a long time. There is a heavy usage of affordances in this toy in a way of curved sides of the blocks which make it obvious for the player to join them together. That allows a player to create a cohesive whole. The dice is using a clear iconic representation of the shapes of the blocks which makes it easier to read.


Improvements:





There have been a few improvements introduced since the user testing of the prototype.
The replacement of one of the shapes with another shape with more affordances, increased a possibility of creating a stable building.
Also an introduction of a special field with borders where the building takes place, elliminates a possibility of cheating (i.e creating a low building by placing the blocks side by side) and also adds an interesting twist to the game with additional built in forms on the field. The form's surfaces is curved and allows the player to place his/her blocks on them, creating more possibilities for the structure.

Allison Lawson - Project 2 Final

Click to enlarge.



Project 2 - Eve Zorawski Final

Box Set:












THINK HARD !
3+ Players

How to Play:

1 > Each player takes a category card. On this card, in the second row, all players must write down the same four categories.

2 > To begin the game, one player chooses a letter.

3 > During the time you set on your timer, all players write down all possible words that begin with the chosen letter but only if they correspond to one of the four chosen categories.

4 > The player with the most words wins the round!




THINK HARD ! is a great and fun way to clean the cobwebs inside that memory!



This game is fun because it really gets you thinking. The box set I designed allows this process to be more interesting too, with special washable plastic cards to write on, markers, letters, and a funny sounding timer too. The products are very easy to use, so as not to confuse the prospective players. I focused on good
mapping on the products in order to facilitate their playing time.


During the user testing I noticed it was difficult for people to decide on a given "time duration" for the round or to keep track of it. This is why I included the timer in the box set. Giving it a funny ring too (such as an animal sound, or Paris Hilton saying something silly), would add to the amusement of the players.



Project 2 (Final) - Heejin Son


Objective:
This is a game you have to compete the other opponents. There aren't so many restrictions in this game. It is a simple and exciting game. Each player or each team take turn and roll the dice. As what you get from the dice, you have to cast up the block on the base. You are only allow to start from the base. However, you can not put the blocks out or in the base. There are six different types of blocks. When you don't have the block what you get on the dice, then your opponent should choose the block for you. And the player or the team who break the tower get to lose. So the players should pay attention and concentrate to build the tower and not to break. Also, it will be better to give some challenge to your opponent.
Why is it fun??:
It should be played by 2 or more players. You could divide up to team or you can play individual. It will be fun because there will be some competition between the players. And other fun thing about this game is there aren't so many boundaries. The rules are simple and easy to understand; and every age group could enjoy this game easily. Also, because of its presence of visual attraction, it suits our ideal subject "OCAD students". Especially, ED students will love this game to try. This game could make the players feel suspensus. You can trick or give hard time to your opponent. By giving the twist from the two popular game. It will give visual interest and the new component, "dice" will give more interaction between the players and the game.
Improvement:
After doing the user testing, there are some improvements have been made. Firstly, the players didn't know what to do after using all of some of the blocks and they got that block on the dice. Most of the players had that trouble when it goes toward to end of the game. Therefore, to give out some more challenges, the opponents should decide the block for you. Other major concern was that people build the tower inside the base as well. The problem was that it requires lots of block when you try to fill up the inside of the base. Also, it made game easier and subtle. The purpose of this game is to create excitement as you bulid the tower. Hence, the players could only build the tower on the base.

Sunday, March 2, 2008

zunera waheed

Hi class & jessy!!please post comment on prototpe as soon as possible..is it fine or should i do some thing to improve..jessy i had very serious problem going on sine 3 or 4 weeks i left behind i am very worried check you mail please

zunera waheed


“Race to Home”
Players: 2 or 4
• Place 4 same color cubes in any one of X box
• Start the game by throwing 5 stripes; count the numbers of stripes with the color blue facing upward.
• You can not move your cubes until you get 3 blue stripes..just ones you have to get 3 then you are ready to gooo
• move your cube to left then other players turn
• repeat all the steps:1-throwing strips 2-moving cube to left 3-next player turn
• the player who reaches home 1st Wins
WATCH OUT! FROM OTHER PLAYER
They can capture your cube and you have to star all over; if other players cube come to your box where your cube is.
-At same time only one cube can stay in one box the X box can have more then one

Project 2 final - Inbal



Thank you all for writing comments, they were very helpful, I will relate to them later on.



I decided not to change mt board, so you know how it looks like.

Objective: To be the first to correctly state the one that didn't cheat, the location and the reason, which are in the envelope.

Instructions (In short): Divide the card to the 3 categories: "who", "where"=locations and "why=reasons. place one card of each section in the envelope, divide the rest between all the players. Each player mark his card on his chart and start investigating... To ask another player for clues go into a room and ask for the person, location and reason that you wish to know. Example: Did Mr. Pitt not cheat on the Set from lust? The person which this is addressed to (you choose) must reveal one of the three or reveal he has no clues, by whisper. When a player got all the clues he need and believes he hold the answer - he state them.


Principle of Design / course concepts used: I used many principles,I will explain them regarding decisions made in the visual aspect (board), and the structure (rules, instruction etc). On the board I made sure to use Alignment with the steps and with the room as much as I could in order to keep the board simpler.Used Highlighting & Uniform connectedness: all the start point highlighted, the room entrance (doors) same frame for all rooms, as well as Entry Point. The Gestalt of the game is a home, board itself is a Mapping & Mimicry of a villa of some kind, there are no physical rooms or routs. With the players' tool (the black cones)I've used Aesthetic Usability Effect to look cool and attractive and their Affordance is clearly to move by hand and place on the squares that are in the dame size. The game, even in the name and instruction, has Storytelling and has the Mental Model of the game "The Clue"

Improvement: after prototype testing and your comments. The length of the instruction, as well as the complexity of the rules were an issue in the comment and testing. I do try to thing about a more realistic situation where player would not be in so much pressure like in the testing. Never the less I did work on the instruction to simplify it and give example, which I think help. Someone brought up the matter of the popstars changing, and thus I will suggest the manufacturer to put out to the market a newer version with different locations and stars.


Why is it FUN??? The "who Didn't Cheat" game provide socio-pleasure by gathering all the players around the board, and creating a narrative, storytelling as the game come closer the the end. There can only be one winner, and if you try to guess unprepared you are risking a chance of leaving the game, thus there is an element of challenge and competition than create exiting tension. Use of Framing (the rooms) create the urge to go quickly to the rooms and asking questions - like being in the "action zone".These is some pleasure in the beginning choosing the players due to the Exposure Effect of the celebs names (Mr. Big, etc.). The subject of the game has some sexuality and immorality hidden in it which provide fun from the "unspoken" things. It would probably fit stylish designer and OCAD first year's, which still have some time to watch E! and hear gossip.

Sell this design (a pitch to a manufacturer): I would address this game to the owners and manufacturer of the game "the clue" with the suggestion to update the game to fit a more mature audience, with a popular theme (celebs), along with a moral issue that when a family play together they might want to talk about the subject of accepting cheating as something normal and common. Ppl can play this game also without concerning about this issue and just enjoy mocking or admiring the world of movie stars. It is possible to release a newer version with new popstars every couple of years.

SUMINO (project 2 )- Banafshe


Objective : The goal of this game is to get a square that has all 4 digits within use of four marbles. (note: you can not have the same digits within one square) the game can go on till you use all the marbles .this game is not about competition it is basically just fun. There can be 1 to 4 players.
Playing the game : The players start the game with having one marble so they start adding to that and basically goes on and on this game is combination of sudoku and domino! but obviously its much simpler than sudoku and more complicated than Domino. (note:
Improvement : I decided to use the Domino dots instead of the colors after user testing .I think it will make it easier and less confusing .

Project 2 Final- Mark O.


HOW TO PLAY (INSTRUCTIONS)

  • 2-4 Players or Teams
  • Players decide between themselves who goes first. It makes no difference since each player gets 10 turns before the game is over. (If you want to play for longer, increase the number of turns)
  • Player must throw the Madougie Ball (suction ball pictured above) at the circular target from a minimum of 3 meters away. Smaller areas account for more points.
  • Once the ball has hit an area (for example; 12 points) the player than must pick up a card from the pile and turn over the sand dial simultaneously. So for example, if a player picked up a card that said animals on it they have one minute to write down 12 animals (the number of points) on a piece of paper provided.
  • If a player missed the target completley they can try again as many times until they hit it.
  • The fun part about Madougie! is that once the timer is turned and the player is trying desperatley to think of the required number of answers for the subject their opponent is allowed to distract them and try to stop them from thinking. This can be done by making noises, funny faces, etc.
  • The tricky part of the game is that if one cannot think of the required number of things in the one minute their opponent receives the points instead of them.
  • The game continues for 10 rounds at which point the scores are tallied and the winner is declared the MADOUGIE!

WHY IS IT FUN???


Madougie is a mix of scattegories and darts. There is a sense of familiority at throwing something at a target and naming things in a certain period of time. Since its prototype (thanks for all the comments everyone) its become more challenging because the numbers have increased on the board meaning that there are more answers required when naming a subject. It is more interesting than most games because it involves something physical as well as mental.

There is personalization involved as well in this game. The unique thing about it is once you begin to feel like you have mastered the game and you are a pro you are given the option of creating your own cards with harder subjects. This means that this game will last longer and people won't just set it down and forget about it once they get bored. Also, if your ten rounds are over and you are still having fun (which you would be!) you can continue for as long as you want.

Competition is a key element in this game, as well as a risk factor. If one does not think of enough answers to a topic in one minute their opponent will get the points instead. This drives the person to do the best job they can. It is also competitive due to physical skill because both opponents will try to hit the smaller circles with the larger amount of points on them.

The bright colours and unique target intrigues the players and evokes a cheerful and happy mood. The MADOUGIE ball is also a key aspect of this game. People are not accustomed to playing a game with such a strange ball therefore there is the sense of something new or foreign that excites the senses. It provides visual feedback as well since the ball lights up once its hit the target. This is how one knows if they are throwing it hard enough for it to stick.



Project 2 Rob




Project 2-Jenny Kassen


OBJECTIVE
The objective of this game quite simply to familiarize new students of OCAD to their new home.

PLAYING THE GAME
With no maps provided, groups of students will race against each other to "finish the project".
Following clues left for them, the groups will be required to talk to upper-year students, cover the entire campus, while discovering different elements of the school that will be essential in their first year. [EX: library, student lounge, AV room, health and wellness centre..]
At each stop, the group will be given a stamp that will add to their "project", and when all stops have been reached, will form an image.

IDEAL AUDIENCE
-
first-year OCAD student
-members of the Student Mentor/ Mentee Program
-anyone in the school who wishes to learn a little bit more about it
-anyone who has no shame

Body Movies - Rafael Lozano-Hemmer


Vectorial Elevations - Rafael Lozano-Hemmer


Standard and Double Standard - Rafael Lozano-Hemmer


Very Nervous System


n-Cha(n)t - David Rokeby