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Real Life Design Cases

Real Life Design Cases. Sus Lundgren. On Design….

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Real Life Design Cases

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  1. Real Life Design Cases Sus Lundgren

  2. On Design… “Design, by nature, is a series of trade-offs. Every choice has a good and bad side, and you make your choice in the context of overall criteria defined by necessity. Good and bad are not absolutes, however. A good decision in one context might be bad in another. ” • Allen Holub (”Why getter and setter methods are evil”) http://www.javaworld.com/javaworld/jw-09-2003/ jw-0905-toolbox.html

  3. My Dragon’s Gold • Project at ITU, HCI-course • Focus: The game as social context • Scoring (ca 40)

  4. Apple Instructions 1 • Bruce Tognazzini, 1979, Apple II Plus • Task: Find out if the user is using a color monitor • Users: New owners, customers in computer stores, memebers in a class • Test users: Customers in computer stores, non-computerists in a classroom environment, friends, relatives

  5. Iteration 1 Are you using a color TV on the Apple? Undefined color graphic

  6. 1st Iteration • Users didn’t know wheter they watched a black-and-white TV or if the color was turned off

  7. Iteration 1 Is the picture above in color? Undefined color graphic

  8. 2nd Iteration • Again: Users didn’t know wheter the color was turned off or not

  9. GREENBLUEORANGEMAGENTA Are the above words in color?

  10. 3rd Iteration • Failure rate: • Color TV – users: None • Black and white monitor users: none • BUT…

  11. GREEN BLUE ORANGE MAGENTA Are the above words in color?

  12. 3rd Iteration • Failure rate: • …green-screen monitor users: 100%

  13. GREENBLUEORANGEMAGENTA Are the above words in more than one color?

  14. 4th Iteration • Failure rate: • Color TV – users: None • Black and white monitor users: 20% however deliberately answering wrong • BUT…

  15. GREEN BLUE ORANGE MAGENTA Are the above words in more than one color?

  16. 4th Iteration • Failure rate: • …gren-screen monitor users: 50%  black and green = 2 colors

  17. GREENBLUEORANGEMAGENTA Are the words above in several different colors?

  18. 5th Iteration • Failure rate: • Color TV – users: None • Black and white monitor users: 20% • Green-screen-monitor users: 25%; misreading question: ”Are the words above several different colors”

  19. GREENBLUEORANGEMAGENTA Do the words above appear in several different colors?

  20. 6th Iteration • Failure rate: • None! Hurra!

  21. MyTHeme • …on to seperate presentation… …in Swedish

  22. Case: myTHeme Sus Lundgren

  23. In this region a blood-thirsty troll terrorizes a small village. The villagers feel so threatened that they are afraid to tend to their crops. The closer Stefano the Stubborn gets to the village, the heavier the stench of the troll gets. Suddenly cracking noises are heard from the shrubbery that lines the path and the stinkingbeast emerges in front of our hero. But instead of bravely facing the troll this time, perhaps in order to save his strength for more pressing matters, Stefano | cleverly decides to take a different route to avoid the | troll.

  24. As our hero walks along hispath, he sees a leather pouch lying on the ground. The owner is nowhere to be seen, so heopens it and sees gold pieces sparkling inside. Thanking his luck, Stefano the Stubbornkeeps the pouch and continues onward.

  25. Vad är myTHeme • ”A Storytelling game for non-storytellers”’ • Ett datorförstärkt kortspel

  26. Personer • Staffan Björk (PLAY/II) – javaprogrammering spel(regel)design • Jennica Falk (PLAY/II) – texter • Sus Lundgren (PLAY/II) – spel(regel)design, grafisk design av kort & spelplan • Karl Petter Åkesson (SICS) – hårdvara • Divere annat löst folk • Jussi Holopainen (Nokia) – provspelande, muntra tillrop, feedback • Tobias Rydenhag – provspelande • Johan Thoresson - provspelande

  27. Designprocess • Notech-iterationer • Hitech-iterationer • Demo i Stockholm • Demo i Utrecht

  28. Så började det…

  29. Narrativa strukturer • Vad finns i en historia? • Tretal vanliga, sju också ett vanligt tal • Ett äventyr ofta en serie problem/lösningar och ibland konsekvenser av dessa

  30. Det första embryot till spelidé • Det skulle handla om att få sina kort att ingå i det som blir den ”riktiga” historien; • hela tiden kan det finnas upp till tre tänkbara förlopp som konkurrerar • Ett förlopp blir ”sant” så snart det har ”jämna par” problems/solutions och ett resultat • Men det kan finnas upp till tre problem-solution-par i en ”tråd” alltså max sju kort i en tråd (resultatet är ju ett kort också) • Man får poäng för att matcha teman och symboler

  31. Grafisk Design del 1 • Det fanns fyra sorters kort • Problems, Solutions, Results, Conclusion • Varje kort har alltså följande egenskaper: • Namn (”Drake”, ”Häxa”, ”Bro”,”Förtvivlan”) • Tema (Episkt, komiskt eller tragiskt) • Symbol (enbart till för poängräkning; flera kort med samma symbol i en följd ger poäng) • Typ (Problem, Solution, Result) • Variant: Problems & Solution kunde handla om Enemies/Physical obstacles/Psychological problems • Hur ser den grafiska designen ut då?

  32. Fysisk spelplan

  33. Provspel visade att… • Alldeles för komplext med fyra färger och fyra symboler • Vi fick aldrig till budgivningsfasen • Det var oklart vem som spelat vilket kort • Det var svårt att se skillnad på typerna av kort, var de problem eller solutions och av vilken typ? • En feature att man kunde se färgen på ett kort även på baksidan • Kunde se vilka färger motståndarna hade • Kunde se vilken färg man drog

  34. Fysisk spelplan

  35. Sen kom verkligheten • Bra spel men svårt att stödja rent tekniskt • Verklighet: 1 RFID-läsare per substory • Påverkade reglerna! • RFID-taggningen påverkade också kortens storlek

  36. Om texterna • Texterna definierade de tre teman (färger) som kom att finnas: epic, tragic, comic • Som sagt; tre typer av problem-lösningar; fiender, fysiska hinder och psykologiska hinder

  37. Ett ”Problem” ...<variants> loud savage hulking enormous menacing green </variants> <type> Obstacle </type> <class> Opponent </class> <activated> <default> And as the tales have been told, just as the air fills with the sound of booming footsteps, something rather large is approaching - a $variant$ giant! </default> </activated> <waiting> Suddenly the ground shakes and tremors violently…, </waiting> ...

  38. En ”Solution” ... <variants> strangles punches tackles beats figths strikes battles combats chokes </variants> <type> Solution </type> <class> Opponent </class> <activated> <default> Mustering great courage and strength the hero $variant$ the life out of the $obstaclename$. </default> </activated> ...

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