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Designing and Evaluating a Dramatic Game. Jarmo Laaksolahti KTH/SICS. Drives. Invent/explore/design games... that have a dramatic structure in which social behaviour and emotions are part of the game mechanics that appeal to other user groups than adolescent males
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Designing and Evaluating a Dramatic Game Jarmo Laaksolahti KTH/SICS
Drives • Invent/explore/design games... • that have a dramatic structure • in which social behaviour and emotions are part of the game mechanics • that appeal to other user groups than adolescent males • Wish to work on both the surface representation and story content generation
Context • Research conducted over a long time in several projects • Kaktus - Swedish • MagiCster - EU • HUMAINE – EU (ongoing NoE)
Methodology: User-centered design • Iterative and multi-tiered approach • Step 1: evaluate the component parts and iterate • Step2: evaluate the finished system
The content • Based on anticipatory systems: • Contains a predictive model of itself and the environment • The behavior of the system depends on predictions about what will happen in addition to what already has • The system is executed faster than “real-time”
Extreme long-shot The surface representation
Cinematography • Cinematography refers to how something is filmed in contrast to what • Three main factors • Photographic aspects -emulsion, filters,etc • Framing – what is included • Duration – how long a shot is
Colors affect how we perceive things • Culturally dependant • Red/yellow is generally more positive than blue/green • Rounded shapes are more positive than jagged Color and shape
How do we evaluate this? • We want to know whether we produced a good story and an emotional and social experience • What matters for users in the end is their subjective experience – users know when a story is good • Questions: • What methods can be used to evaluate user experiences? • Can different experiences (narrative, emotional, social) be separated? • Which experience should come first in the design process?
The sensual method experiment • Non-verbal self report • Intuitive to use • Subjective measure (vague) • Easy to calibrate for different groups • Portable and durable • More fun/engaging for the user!
What can the sensual method do for us? • We don´t know yet… • Most likely point to problematic areas, but probably no details about what is right or wrong
Repertory Grids • Uses personally constructed dimensions to evaluate technology (Kelly, 1955) • Evaluates subjective experiences • Step1: Construction of dimensions through triangulation • Step2: Evaluation of artefacts along the constructed dimensions • (Step3: Statistical analysis of the results)
What can RG do for us? • Allows us to understand how users perceive systems without putting words in their mouth • Create a common language for talking about systems • Find important dimensions that might otherwise have been overlooked because we didn’t ask the right question • May help us find more detailed answers to what is right or wrong with stories?