Monday, 29 October 2012

Week Thirteen 'Developing Form'

Experimental Form - Through plasticine

Through the media pf plasticine form models where explored. Specifically these criteria where formed to ensure the concept and Design where addressed:
  • Economically sound (not distort users ability to use both hand's both basic interaction).
  • Generate a concept similar to the plasma pistol from Halo 4


  Some examples of form generation 

 

 


 Form generation 1

This model was the smallest concept in terms of surface area. The design is a small object that is awkward to hold without dropping. Unless you hold it with a closed first the model feels as if it will fall off. I spoke to Kiu and told him that maybe a slightly larger design with more natural feel would be more appropriate. Also the aesthetic desired is a representation of a gun, as this looks nothing like one.







 Form generation 2

The second form was my favorite. The design incorporates the best of the first and third forms.  By feeling comfortable but yet giving the desired aesthetic the form incorporates the desired elements stipulated by the context of first person shooters.




Form generation 3

The third form incorporates a strap that can wrap around the users wrist, giving a very secure feeling when wearing the device. The problem is the strap also gives the feeling of over bearing. When wearing this model you feel as if it is permanent and may get annoying to continuously wear over the coarse of an extended period of time.

 Latent Need

Through the research information in regards to personaility traits where highlighted in regards to the first person shooter genre of games.
  • High anxiety
  • Impatient
  • Value reflex stimulas
Therefore in our design we would like to take these qualities into consideration as our product will be held in the users hand for extended periods of time. Through materials and placement of triggers we believe this will be possible

Conclusion on form generation

Even though lots of different concepts have been drawn in the past few weeks, there are still some problems that need to be addressed from discussion with the tutors, some good points include the device being able to be clipped on or fit to the user's hand to let the user be ready at all times, symbolizes aspects of the first- person- shooter experience to the user(some sort of familiar mechanism), suttle form that does not look like a weapon that could cause fear and axiety to others in the public and does not greatly obstruct the user's arm from being able to perform other functions when wearing the device.

Week Twelve 'The Re-Design'

Initial Design Thinking

Possible Form sketches





As the product is now being directed towards a first person shooter genre Ergonomics and usability play a vital role in the development of 'form'. We must design a product that is justified through its usability. Scenarios such as a user wanting to use the product but still have both hands free to engage in everyday activities is just one to mention.

Conversation With Yasu

Today Yasu ran through our entire interactive process, he helped to generate our concept of interaction in regards to scanning the environment for users. The product has now been designed to connect via blue tooth to your smartphone (as the OBS gamers generally will have smartphones). The product will be shaken by the user and then a google maps will appear on the smartphone with pin drops within a 50m radius to reveal other users.


Conversation with Carolyn

During today's studio I engaged in a conversation covering a number of basis. Carolyn spoke to us about form and aesthetic of the product. As it is replicating a gun what are the key features? what aesthetics do first person shooters expect? Can we somehow think outside of the box and come up with an aesthetic that hasn't been done before?

One of the interesting conversations i had with Carolyn was about the product and potential for accessories. Now as the product is linked with Steam i thought of a concept that is much alike the Microsoft Xbox gaming console. Possible aesthetics can be implemented in the same way. 







Marketing Strategy


Steam is a well established corporation within the gaming industry, specifically first person shooters. The Steam Tagger rewards gamers on the level of interaction with the product. If used on a daily basis more credits will be earned by the user, allowing them to spend these on the steam platform online. Rewards vary from early access for trailers, demos and or any other promotional initiatives. Marketers will now have a system to which they can target these users and attract more business for the ‘Valve Corporation’.
Along with the systematic reward system designers will be able to capitalise on this products aesthetics. Cases and any other accessories will be optional and external companies can buy into this, advertising through skins and cases containing gaming related profiles ie; Halo, Call of duty ect.
For this product to be profitable, gamers will need to realise they are missing out if they do not purchase. That is partially the reason for the benefit system. It acts as an initiative for consumers to engage in the product. In addition the advertisement capital that can be produced from such a product is enormous.

Week Eleven 'Consolidating Our Concept'

Consolidating Our Concept 

The User

The gaming industry projects digital product behaviour like no other, therefore incorporating a physical interactive product that relates back to this digital world may result in everyday use outside of the gaming realm. As gamers have multiple sub categories ie; first person shooters, MMORPG’s (massively multiplayer online role playing games), strategy and action ect. It is important to target the specific user that will best be suited toward this interactive product. Research into the chosen demographic of computer gamers that of first person shooters, showed high levels of anxiety and reactive sensory viewed as competition. By Designing a product that integrates these factors the design will benifet the needs and existing problems for the chosen demographic.  
Within the gaming community reputation ultimately underpins your success. Based on status within any given game, gamers will project the need to be valued due to accomplishments or milestones reached. These Values and priorities form the online component for gamers as they can reach this status behind a computer. When interacting in a public arena social barriers are formed due to lack of face to face conversation confidence.
Current accessories in the gaming industry are vital to the development for the product, due to the stylistic and aesthetic approach. Through the use of a computer program ‘Steam’ refer to appendix 1, the concept was developed to tie this system into the physical world and act as both a benefit system and social system.

The Concept


The interactive product will consist of an awareness and situational dependence reaction. It is completely the user’s digression as to the utilisation of the product.  The interaction will be an everyday activity, dependant on the user and how much gain they wish to earn from the product. Whether it is for social benefits or steam community benefits.

Social


Situational variables will occur in any environment, however some of the user’s personalities 
will be that of a shy nature; therefore the product will offer these users a chance to interact with one another. An example may be a male catching the bus to work and continually seeing a girl he fancies. The interaction between the two will be through the products which will potentially lead to opportunity to for a relationship.
Users that want to use the device for a different approach such as networking for gaming purposes will also be able to utilise the social aspect of the product.

 

Benefit System


As steam is a community based environment and gamers typically want to be informed on new developments ASAP, a reward system based on the interaction and use of the product will be implemented. Rewards vary from; limited edition specials, early access to trailers, buying steam powered games and more. These specials will be negotiated with steam.



The combat log i have developed is designed through the existing profile navigation menu. The log will be basic incorporating bare minimum information. Showing the daily information recorded by the individual users product.

Week Ten 'Back To The Drawing Board'


Back to the Drawing Board

Our around table discussion proved that the tail concept was lacking the ability to be devleoped further. The overall concept of interaction between gamers in the public realm outside of the cyber real proved to be a strong point. As we now faced the question 'Where do we go from here' the group decided to have an open discussion on our thoughts.




 
Lourence proposed changing concept back to public place interaction as he thought more potential was their in regards to building an interactive model. We all considered this strongly however realised that all we needed to do was to do a larger scale research probe into gamers and narrow down our user group to discover.: 
  • Metaphors through interaction
  • connection of form 
  • habits
  • needs
  • latent needs
  • priorites
  • existing trends.
Our conversation with Leonardo
Leonardo spoke to our group in regards to solidifying our context and user. Firstly he spoke of defining steam and what it gives to the user. Secondly identifying a specific gamer within the gaming genre.The advice in a nutshell he gave us was to be more specific, because we could design a product that would ultimatley incorporate relevant form, aesthetics and interaction. I myself personally found this advice helpful as it became the anchor for the remainder of the studio. 



 

Week Nine 'Concept Presentation'

Around Table Discussion

Interactive Design


Steam Tail


The image above is the result of the Steam Tail Design concept. As you can see the visual aesthetic approach was to have a smooth accessories feel. Much alike existing products on the market such as smartphones, usb's ect. The size of the tail had changed from previous weeks due to practicality. Not many people want to walk around wearing a tail dangling from their waste. And if they do they are a minute population. By re scaling the size of the tail it was possible to connect to your belt car keys ect.

Through the around table discussion we quickly learnt that the gamble we had taken was not about to pay off. The feedback received from both Peers and Teachers was that the demographic of users was too broad. As the concept related specifically to steam user's we needed to find a large population within this community that would be best suited to the concept and desired interaction.


Using Exisitnig steam interface to build the 'Steam Tail Log'

The nature of our product is to get gamers to interact in the physical world leading to friendships and social benefits. As the product interacts with others it will record the data and profile of other users. At the end of the day the gamer will be able to access this information through their steam profile. Simply by plugging the product in through a USB connection that will also be used to charge the device. The Steam Tail log will offer users to contact others they may have met through interaction of the product. Giving an opportunity to capitalise on the connection between the online platform and a physical product. 

Marianella spoke to myself about how this log will be easily integrated with another product as we where not pursuing the tail form. The Log will be able to display information and communicate the relevant news to the users.


Week Eight 'Guest Lecture'

Guest Lecture ' Jared Donovan'

 To some up the lecture Jared spoke of the semantic approach and action centric.

The semantic approach focuses on a more desired input and output. It acts as a planned behavioral series of interaction.

Action centric focuses more on randomised series of outputs defendant on the level of interaction. The programming does not have a sequential order.  



Group dicussion

After listening to the lecture our group needed to solidify our concept for the following weeks presentation. Our concept stems off the following weeks concept generation. To have an interactive tail communicating series of information between users. The tail will be integrated within the existing online platform 'steam'. As our users are gamers, metaphors in the form of interaction and visual aesthetics will be crucial design elements. 

The designs OBS aspects contain of the Object being the interactive tail engaging in a social environment for gamers. The tail will communicate data to then later be accessed by the user via steam. The behaviour will be gestures communicating directly to the function.

Conversation with Yasu

Our conversation in today's Tutorial involved the interaction aspect of the product. Yasu mentioned that the tail was a nice idea but was unsure of how it related to gamers and exactly the way in which it will be used in a social environment. The concept of gamers and steam was exceptional in terms of linking an existing platform back into the physical realm. However Yasu mentioned maybe a tail was not the right approach. As our user group was a broad demographic, the tail didn't relate to a specific genre.

The decision was made to continue with the tail concept as we felt our ideas were not communicated properly during the tutor. We decided to present the concept in the direction we where heading and figured it was early enough in the project to take a risk and run with our original idea as Kiu was passionate about the tail form and we believed the interaction would suit the user demographic.