Exercise:
This weeks exercise was to come up with come up with 5 physical interactions for controlling 3 applications. The interactions were supposed to map onto and/or into physical objects and actions.
Application 1, Email:
1. Send email function served by placing a slip of paper into an envelope
2. Forward email served by placing an envelope into a 'outgoing' box, with the intended recipient written onto it.
3. Open attachments by removing a slip of paper from an envelope.
4. Finger print scanner to log in to email
5. Delete email by placing envelope into trash bin.
Application 2, Twitter:
1. Start a new tweet by whistling a tweet sound
2. Like a tweet by giving a thumbs up to a webcam
3. write tweet by speaking out loud
4. send tweet by clapping hands
5. search hashtags by voice recognition
Application 3, Super Mario Bros:
1. Lean left/right to move left or right (hard lean to run)
2. Jump to make mario jump
3. crouch to make mario crouch/enter pipe
4. make throwing gesture to throw fire after getting fire flower powerup
5. voice recognition on "Its-a me, Mario" to start game
Saturday, 17 September 2016
Saturday, 10 September 2016
Week seven
Exercise:
This weeks exercise was to revist the user-testing questions asked for the video prototype.
Specifically, which questions where quantitative and which were qualitative, did the questions fall into any previously outlined traps, and how could the questions be rephrased?
Video prototype questions:
Q1 Could you explain you’re interpretation of the concept?
Q2 Is this a game you think you would play?
Q3 How do you feel about the physical ship model as an interaction method?
Q4 Do you have any suggestions for features you would like to see added to the concept?
Which where quantitative/qualitative?:
all of the questions asked where qualitative.
Did any of the questions fall into previously outlined traps?
The questions asked where possibly too open ended, making the feedback gathered be less focused. Some of the questions could have been rephrased and given specific options to choose from as answers to provide better feedback.
How could the questions be rephrased?
Question 3 could have been rephrased to say 'how comfortable would you be interacting with the game using a model of a ship' with possible answers being 'very comfortable, somewhat comfortable, neutral, uncomfortable or very uncomfortable'.
Question 2 could have been rephrased as 'How likely would you be to play this game?' with answer options being 'Very likely, somewhat likely, if invited by a friend, unlikely, never'
This weeks exercise was to revist the user-testing questions asked for the video prototype.
Specifically, which questions where quantitative and which were qualitative, did the questions fall into any previously outlined traps, and how could the questions be rephrased?
Video prototype questions:
Q1 Could you explain you’re interpretation of the concept?
Q2 Is this a game you think you would play?
Q3 How do you feel about the physical ship model as an interaction method?
Q4 Do you have any suggestions for features you would like to see added to the concept?
Which where quantitative/qualitative?:
all of the questions asked where qualitative.
Did any of the questions fall into previously outlined traps?
The questions asked where possibly too open ended, making the feedback gathered be less focused. Some of the questions could have been rephrased and given specific options to choose from as answers to provide better feedback.
How could the questions be rephrased?
Question 3 could have been rephrased to say 'how comfortable would you be interacting with the game using a model of a ship' with possible answers being 'very comfortable, somewhat comfortable, neutral, uncomfortable or very uncomfortable'.
Question 2 could have been rephrased as 'How likely would you be to play this game?' with answer options being 'Very likely, somewhat likely, if invited by a friend, unlikely, never'
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