Journal 2: Prototype of a regularly encounter and Concept of game

1. In Class Exercise
1.1 Washing machine
   The washing machine is a electric device most people had at home. It usually has a simplified structure of interface.

    In Figure1, twist switch was shown on the right which contain different washing models this machine provided, including wrinkle free, active wear, delicates and so on. Using twist switch is a convenient way to alter to the washing model people wanted. So it is a good interaction design. After people select the washing model, the time of the process and status are displayed on the screen. Under the screen, there are three buttons for control the weight of clothes, temperature of water and speed of spin , namely soil, temp and spin respectively. On the right side of the screen, four buttons provide additional functions, such as extra rinse. When users set up all the washing program they need, they can just press the start button. Then, the washing machine get to work.

Figure 1 (http://llm3098.cias.rit.edu/work/general-electric/)

   It offers an simple interface because washing machines  dealing dairy work for cleaning clothes. Nobody want to  use many difficult steps to run the machine. Also, using washing machines do not needs any background knowledge. Therefore, to design iwashing machine is for everyone can use it easily.

   For interaction, I will create 2 variations as examples to explain that.  As mentioned before, twist switch can be rotated as a physical form to choose the wash model. The outcome will be the time and  information shown on the screen. With the wash model changing, the washing time will also change.
I want to simplified the steps.

   The next interaction steps is to confirm the whether extra cleaning steps you needed and add more steps. Another variation is that temp and spin button can be customized on your phone app. For example, if you want to use hot water rather that cold water, you can use the app to change it. The outcome in this step is the different temperature of water. In sum, I design the prototype can run these operations on your phone to adject the addition model. people has many options of cleaning via interacting with the washing machine. 
  
1.2 Improvements
    The first variation of washing machine is to simplified the steps of washing model selection. People do not have to rotate the twist switch every time.  In my prototype , I design a wash model called pervious model which would memorize the last setting.   I try to  use an off-line prototype with low precision. It test could the switch be rotated. Next, it will be test whether the washing model are chosen corresponds to the label correctly. If it is correct, the relevant time will be change with your switching.

   Also, this prototyping needs to test whether the machine are able to memorize the pervious step correctly. Compared with reset all steps every time, it records the time when people use pervious model function. The purpose is that I want to reduce the time of interaction with washing machine in order to save time for users. Thus, they do not need to do repeating works.


  The second variation is a mobile phone application of washing machine. It can control your washing machine by a long distance. 
It is a digital prototype on mobile phone, which for testing the functionality of washing machine. If people forget some extra function they needed to use and they are not ai home,  they can add it on the APP. Similarly, if they want to cancel some steps, like no extra rinse, they also can cancel it an their phone.
 
    To consider the interaction, it can partially replace some aspects of traditional washing  machine interface, and enhance the interaction with phone. The reason to do that is it is more efficient because more people rely on their phone today.

2. Prototype Process
2.1 The concept
    I decided to choose challenge 3, which is to create a mashup of 2 games.
    I plan to mashup Hangman and Snake & Ladders.
     
    The game mashup was chosen as my prototype topic. I plan to combine the elements in paper game “Hangman” with board game “Snack and Ladders” to create a new game.

     “Snack and Ladders”. Snakes will hinder players to pass the way. Also, they will bite the players. Players are able to use the weapon to attack the snakes for preventing themselves. Using “snack” to connect with two specific positions. Ladders can help players to transfer to a new location on the map, which save the time/distance and reduce the possibility of meeting Snacks. Thus, it increases the chance of survival in the game. Another key element of “Hangman” was maintained in my prototype is that it is used to record the life players contained. If players touch snacks, they will loss one life and draw a stick figure element of a hanged man as a tally mark.


2.2 Game plots:
     As for the background tale of the game, it describes that your friend and you find a new weapon called “the serpents armguard” during their exploration. Unfortunately, the serpents is looking for this weapon at the same time and they already know you have it. The serpents’ chieftain who called “Yamate no Orochi” orders his followers to take the thing belonged to him back. Then, they caught your friend and hang he on the cross. They threaten you that they will release your friends as long as you surrender the weapon. However, If once Yamate no Orochi acquires the weapon, he would becomes more power and put the world in danger. Therefore, you decided that you wear the armguard and get the power in order to fright with serpents, thereby saving your friend.

2.3 Game rules:
     
     Using the hangman (player’s friend in story) to represent and record the life,it contains five life. Once the player loses one life, the system will draw a part of body of hangman. If it completes the hangman, it means the player died and game is over. However, if the player kill all of the snacks and finish all challenges, he will win.
There are there types of snacks, which has red, blue and green .

    If the player touches the red one, it will bite you. Also, it will cause damage on the player. When the player loses all blood on screen, he will lose one life. He can press button A to attract the red snack, which causes random damage on snacks. The player has to kill it before he died.

    If the player touches the green one, it will give you a riddle/question. You need to guess the correct answer for survival. There are two options of the answer (A/B). The player needs to press button A or B for selecting the answer. If they guess correct, the snack will die and they survival. However, if you guess wrong, it will use magic to kill you and then you will lose one life.

   If the player touches the blue one, the direction will be opposite. When the player turns left, it will go to left. When the player turns right, it will go to right.

2.4 Interaction with analog:
    
   To avoid using keyboard, I designed a new kind of analog which can be worn on arms. There are two main parts of it, including a disc and two buttons. The disc controls the direction of the player. The players needs rotate the disc to left or right in order to control the character to go left or right. In addition, button A is normally for attract and button B is jump action.



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