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Builder Quest | Future Vision of Gaming

Builder Quest

By Thesis

Why not learn about the mechanics of building a bridge from a game embedded with a story about heroism and monsters?

Key Design Elements

After a long design research phase with 8-12 year olds and their parents, I was left with insights about the key design elements that need to be present in a mixed reality building game aimed at this age group. I wanted to imagine a visionary concept to communicate what a educational building game could look like 5-10 years in the future.

Especially considering the emerging technologies that allow smart objects to communicate to each other over wireless connections. With technologies like mems and augmented reality, designers are envisioning smart cities of the future, ‘Why not smart blocks for future creative builders? ‘

Builder Quest is a video prototype of a future game that uses the design principles I have developed through my thesis research.

Carrying on the same narrative elements from the games we played with kids, there are creepers, a bridge and a hero in the story to facilitate an adventure that allows kids to build with guidelines and restrictions. This is the initial storyboard sketch for ‘Builder Quest’.

 

Builder Quest Initial Storyboard

 

Builder Quest Elemental FrameworkAn elemental framework consists of three components:

A smart base-plate sets the scene-–I envision this to be an interactive surface with OLED technology, similar to Microsoft Surface 2.0. The surface’s capability to detect and recognize objects will allow the game system to track the progress of the player.

Smart blocks that act as a connected system—These blocks will be embedded with a MEMS (microelectromechanical systems) chip that have sensors and actuators in them.

And, A hand-held device to deliver the story as the game unfolds—The whole system will be connected as a unit to facilitate seamless transitions between the physical and digital spaces.

THE PROTOTYPE

The prototype was created using Premiere and After Effects conveying a small story to highlight key features of the vision. These 4 videos show these from the setup to end of a single adventure. Watch them & read the explanations to get a better understanding…

CHOOSING AN ADVENTURE

The game basically consists of a series of challenges the player goes through, but they can shape the overall quest by choosing the adventures they want to partake in.

When the player choses a particular adventure, the interactive base-plate loads the scene of the terrain seen in the game’s story. And, as each material has different strengths in the story, the blocks’ respective magnetic adherence powers are calibrated to match their properties at a certain game level.

https://vimeo.com/55804819 

THE STORY & CHALLENGES

Throughout the game, the player can observe their status, time and bridge strength. And, they can also earn points or time by actively participating in the adventure.

Like seeing into the tunnels of the creepers and creating traps to stall their arrival.

GETTING HELP WHEN NEEDED

And, if there seems to be a problem while they are building, they can visually see results.

The players receive an alert from the game system and get tips on how to improve themselves. The aim here is to design the game so it actively scaffolds the improving of skills.

In this specific story it allows the player to understand some of the mechanics of building a strong bridge.

RECEIVING FEEDBACK FROM THE GAME

When the players are done, the time is up, the game will give feedback about the activity, assessing their status, but also creating a fun way of doing so.

Like showing the townspeople cross over the bridge. It will then lead the player to the next chapter of the story, with new possible challenges and new things to build, each challenge getting more difficult.

Builder Quest is a glimpse into the future of what creative block play could be. I see the future of game play as a fluid platform that integrates the physical and digital playgrounds. As an interaction designer, I want my contribution to be finding the meaningful and rich ways in which these 2 spaces merge while also pinpointing the right technology to use at the right time.

Saving Arcadia | Augmented Reality Working Prototype

Saving Arcadia

By Thesis

Saving Arcadia was built as a working game prototype designed to research kids’ attitudes towards physical building games enhanced with new technologies like Augmented Reality and immediate feedback mechanisms.

Playing Saving Arcadia

Looking at the trends and advancements in education, my thesis research led me to an exciting area where games and learning are merging. I was especially inspired by the constructionism theory, which basically states that when we make things with our hands, we learn through gameplay, because we externalize our way of thinking  and the mental models that we create through this process.

My mission was to design a learning-rich building experience that would captivate kids of ages 8-12 and invite them to play. All the interviews and field research was leading me to believe that kids today are more inclined to sustain interest in digital games rather than the toys I used to play with. So, the question was, could I make physical and tangible gameplay as enriched as digital games?

Would the digital generation I was dealing with, embrace a classic game of block play, if it had elements that made digital games exciting embedded into it?

By combining new technologies with our childhood favorite play activities (like the Legos); we can design “toys to create with” for today’s generation.

When creating Saving Arcadia, I used Legos and borrowed parts of the game mechanics from Minecraft (a digital building game). I wanted to explore how digital elements like creating a narrative, setting goals & introducing restrictions and challenges would translate to a hands-on play activity.

Saving Arcadia Augmented Reality

FIELD RESEARCH

During my research, I had the chance to play with kids and get their feedback on their likes and dislikes of the game I had created. Basically, ‘Saving Arcadia’ is a time-based Lego exercise with a story.

Each player is the hero with great building abilities, chosen to save a city by building a bridge for the townspeople to escape before the creepers arrived. The bridge needs to be strong and all the Lego pieces are color blocked to represent certain materials. The strength and dimensions of their bridge would determine their ranking at the end of the activity.

The game began with an audio invitation: “Welcome to Arcadia. Your mission is to build a bridge to save the Arcadians from the creepers heading to the city.” 

 

UNLOCKING THE NARRATIVE WITH AUGMENTED REALITY

All the interaction is brought into the physical building space, by giving the participants a base-plate that matched the terrain of the adventure. And it is embedded with 3-codes (as I called them) to identify certain points in the map. I programmed an interactive application where the player uses an iPad and augmented reality technology to decipher those codes. Each code reveals a part of the mission and the challenge ahead.

KEEPING THE PLAYER ENGAGED

Using pre-recorded video messages and wifi connection, the iPad was used as a medium to deliver progress reports abo­ut the creepers journey and time remaining, in 5-10 minute intervals during the game. And pre-recorded audio tracks were played to give feedback about the status of the player’s bridge. Because I was going to be present in all the play activities, I altered my voice to detach myself from the game experience, which received mixed reviews.

In the prototype, I used audio as well as visual output. I had learned that kids tend to skip reading directions when they are playing and respond more favorably to audio messages.

Saving Arcadia--Kids Have Imagination

FEEDBACK & FURTHER RESEARCH

The combination of audio, the physical setup, the story & time restraints created a setting where the player was willingly transported to the city of Arcadia. Through the game, I could observe the players as they came up with creations that they gave new powers to. They had to freedom to create anything they wanted without the restrictions of pre-designed elements of digital games.

However, there were many insights that led me to an improved version of the game. Kids wanted more feedback, more choices of adventures that made up a cohesive story, more interaction with the backstory and more relevance between the physical elements and digital story world. This led to basic design principles and a final vision: Builder Quest. 

WeWant Working Prototype

WeWant

By Tinkering

WeWant is an interactive space that allows residents to bring any amenity they want into their neighborhood using the power of crowd-sourcing.

From food-trucks to pop-up shops, temporary urban planning is a rising trend in cities around the world. Not only are these mobile businesses profitable for the entrepreneurs, they revive spaces that are lacking amenities or abandoned buildings not being used. Looking at a few years in the future, our design team created an interactive experience that gaged the specific needs of neighborhoods to bring them exactly what they were looking for. We called this new urban fixture ‘WeWant’.

WeWant is an interactive touchscreen installation that allows people to vote on what they want to see in that specific location.

Businesses set minimum amount of votes they require to mobilize themselves and if that quota is reached, WeWant gives them the resources they need to show up at a predetermined date.

WeWant is aimed to benefit both businesses and communities in meeting their specific needs. Businesses know before popping-up in a neighborhood, that there is a market for their resources. And, the users have the satisfaction of creating site-specific trends and customizing their neighborhoods.

WeWant is specifically meant to be a  site-specific interactive space and not just another app, because the people voting need to have a connection with the physical space. And, when a business comes to that specific location, it creates a festive occasion for people to get together.

WeWant Initial Wireframe

Initial Wireframe of WeWant UX

THE PROTOTYPE

With the high-level concept in mind, our team aimed to create a user experience that was fun, seamless, quick and secure. There were two areas of focus: Attracting the people near the WeWant station and allowing them to have a quick and customized voting process.

To attract the passers, we researched new face detection technologies that were being utilized by some businesses, to determine the age and gender of customers. WeWant uses a camera and face detection technology to detect a person and creates a whistle sound at programmed intervals. This was also in line with the whimsical approach we were taking with the brand identity.

More importantly, our research led us to look at how people use new technologies to carry personal information securely, through applications like digital wallets. For our prototype, WeWant accesses Google Wallet using Near Field Communication if the user allows the interaction to take place. This way, using the history of the person, WeWant generates a database of amenities the person might be interested in.

To simulate our concept, we created a working prototype using an iPad for the touchscreen interaction and Processing & Arduino to detect passengers and use audio feedback to attract them.

Project Team: Cansu Tecimer, Aaren Esplin & Ally Speakes

Pan-Go

By Design Strategy, Interaction Design, Work

As a team of international designers, we created an online travel platform offering a secure way of exchanging unique experiences at affordable prices.

In 2011, as 4 avid travelers, we proposed a business idea that created a new traveling experience. Like many people who loved exploring new cities, we were frustrated by the generic tourist experiences that were detached from the real culture.

 

The Current Market

Luckily, today’s technologies allow ordinary people to connect to one another, use social networking tools and independent online resources to get things done without depending on large institutions. This is evident in the rising trend of micro-businesses where anyone can use online platforms to share resources internationally, whether it is an extra room, a car or a unique skill. We decided to use the peer-to-peer marketplace business model: Give the power to the locals who know their city the best and allow them to turn that knowledge into a little bit of cash, an opportunity to meet new people and show their love for their culture.

The resulting concept Pan-go is a website with a database of local experiences offered by fellow locals, enthusiastic about their cities.

However, it heavily depends on content generated by the users. So, our challenge was to create an aspirational and trustworthy brand, a flawless and easy-to-navigate user experience that promoted the brand values and then to reach out to the right people to start cultivating new experiences.

Pan-Go UX Sketch -- wireframePan-Go UX Sketch -- wireframe

pan-go logo and visionUSER EXPERIENCE AND BRANDING

After conducting research, our first concern was to create a sense of security from the sign up process to booking or sharing experiences. Since our target audience was college age students, Pan-go users sign up through their official college email accounts or import their Facebook profiles. They are also encouraged to share as much information, photos & connections as possible to cultivate a community culture through transparency. Reviewing and rating each other are also a big part of the Pan-go culture. Pan-go aims to provide as much information as possible for its users to make informed decisions when choosing to book or accept experiences.

An Experience Page from the Pan-Go Website

 

A Profile Page from the Pan-Go Website

 

Company Growth ProjectionsBUSINESS PLAN

Then came the harder part: Reaching out to our target audience and getting them excited about Pan-go. To keep the website fresh and vibrant, Pan-go will create marketing campaigns like competitions to encourage the weirdest, the most creative and wildest ideas for local experiences, will have a blog dedicated to fun and cheap ideas and get in touch with local travel bloggers.

But, before all that, we devised a 3-phase plan to get the website up and running… Starting with our network connections, we estimated being able to reach 28,000 people through social media and received mainly good responses about contributing to Pan-go. Once we hit 100 experiences offered, we will allow travelers to start booking experiences and continue to grow our local database among select beta-users. The website will open to public when the experiences offered reaches 250.

Budget Distribution

Company Revenue Projections

Our aim is to give travelers the opportunity to create lasting connections with the places they have seen through the people they meet. We believe places truly become alive when we come home with memories that can’t be found on Wikipedia.

 

Project Team: Cansu Tecimer, Miwa Ikemiya, Sheema Khaki & Max Sims

Robopet Working Prototype

Robopet

By Tinkering

How might appliances and our interaction with them change as they get smarter & have personalities?

INSPIRATION

The field of robotics within our domestic spaces opened up new kinds of interactions between users and man-made objects. As a researcher, I was inspired by the way people form an emotional bond with their Roombas: naming them, dressing them up in pet costumes and excusing their inefficiencies more than they would towards other appliances. The simple design decision to give autonomous movement had created a new metaphor for the vacuum cleaner: the household pet.

Looking at current technologies, I explored strengthening the metaphor of household-pets in order to evoke stronger emotional bonds and create a smarter household appliances that trained over time. The exploration yielded in a concept called RoboPet, using emotional design and increased efficiency.

Robopet Product Sketch
Robopet Workflow
Robopet UI Design

STRENGTHENING THE PET METAPHOR

To enhance the development of bonds between RoboPet and the owner, the user experience mimics the acquisition and training of a puppy. The user activates the device by giving it a name and is encouraged to give it positive feedback through the training process.

The behaviors of a dog, like wagging its tail when happy or rushing to its owner when called, are mapped onto RoboPet to enhance the pet metaphor. The visual design of the UI reflects a cute and personable brand identity.

The ultimate goal of RoboPet is to create a vacuum cleaner that is efficient and smart. Robopet responds to being called and certain gestures to clean specific locations. As it is trained by the family, it also learns patterns of household activities, by matching location with time. And, like a household pet, it can be programmed to not to enter rooms when guest are around.

This project focused on exploring few scenarios specific to the mobile vacuum cleaner. However, as devices become more synced with the home smart systems they will become smarter and more efficient. And in terms of personality, what would it look like if we started buying our appliances according to certain personality traits? Like, a robocat or a robodog as a vacuum cleaner that portrayed different behaviors?

Sift'n Drink Working Prototype

Sift’n Drink

By Tinkering

Little Sifteo Cubes control a household espresso machine using different gestures and a simple interface.

In collaboration with Sifteo, Sift’n Drink looks at a new way of controlling household appliances, specifically an espresso machine. Like all platforms Sifteo cubes have advantages like being portable and lending themselves to different gestures, but also some drawbacks because of the small size of the interface. Using the Sifteo development platform, I developed a prototype to demonstrate the UI and unique gesture controls.

In a nutshell, Sift’n Drink is a remote access system for a high-end espresso machine that is shared by a household.

The idea behind the concept is that, in our everyday lives, we rarely need access to function or maintenance settings for these devices. What we want is to get our drink fast and just the way we like it. Sift’n Drink features 3 cubes dedicated to different drinks that can be customized simply with a variety of gestures for remote access to make a drink. It aims to create a quick and simple interface to control the parts of the espresso machine we need everyday, get feedback about the status of our drink and not worry about all the buttons and settings in the rush of hectic schedules.

Sift'n Drink Storyboard

 

Coffee Share Prototype Setup

Coffee Share

By Tinkering

Looking at novel ways of controlling appliances, I designed a whimsical and efficient system for people to share a coffee maker in communal spaces.

INSPIRATION

Whether it is cramming for an exam or working on a project with a deadline, we spend hours in communal spaces like dorms, studios or workplaces. We consume enormous amounts of coffee to keep us going, but it can be a hassle to interrupt our workflow to get it. It makes sense to use current technologies to access these appliances remotely. However, when the appliance is shared by a community of people, there are new problems that arise from that context.

THE PROBLEMS WITH SHARING

With any remote controlled system, there is always a problem about the readiness of the machine.

  • Is the coffee maker ready to produce a drink at the moment?
  • Does it have water?
  • Are the coffee beans in place?

In situations where a multiple number of people are using the same machine, these concerns are exacerbated. I wanted to try and solve those problems using the powers of emotional and whimsical design. 

 

Coffee Share Application Screenshots

BRANDING AND UX DESIGN

Coffee Share Email‘CoffeeShare’ is a system where a communal coffee maker can be accessed through a smartphone, tablet or computer and controlled remotely.

To deal with the issues that arise from this shared usage, the brand “CoffeeShare” was created to encourage communal behaviors. The look and feel of the UI and the design language support the concepts of sharing, community and nostalgia.

The whole experience is also designed to keep the people conscious of everyone else using the same appliance. With a little bit of whimsy and scare tactics, CoffeeShare aims to keep the users on their toes about leaving the machine ready for others to use. A face detection system triggers the webcam to take photo of the last person who uses the appliance, and kindly warns them to leave a mug for the next person, fill the water tank if it is empty and put coffee beans for the next person who will want to access it. If they don’t comply, the photo is featured in a ‘wanted poster’ and sent to everyone registered to use that particular machine.

 

THE PROTOTYPE

Coffee Share Prototype

 

In order to gage the reactions from others, I built a prototype using a remote control to switch the coffeemaker on/off controlled by Processing & Arduino, and a webcam to detect when a person was present, take their picture & send an email. The user interacted with the appliance through an iPhone which was also controlled by Processing and airDisplay.

The general feedback I got from the users  was positive and many people stated that the user experience gave enough incentive without being off-putting.

 

 

VIDBITS devices UI 1

VIDBITS

By Tinkering

To maintain the bonds between geographically dispersed family members, we designed a new communication system that delivers presence and personality like a skype call, but is as fast, easy and flexible as a text message.

The aim of this project was to design an intervention in the context of family rituals. Living in the Bay Area, we noticed the abundance of people who have relocated from all over the world to pursue their dreams, just like us. And, even though we all have different levels of connection with our hometowns, all of us have a need to maintain strong emotional bonds with our loved ones.

The problem is, with our hectic daily lives and the time differences between the cities, scheduling or committing to a long conversation through phone calls and Skype can be demanding, even stressful. Email and text messages can feel impersonal and insufficient. A simpler method of keeping the bond strong between families is missing.

VIDBITS aims to create a new ritual through casual, quick and personal video messaging.

The ritual begins with one family member’s purchase of a set of paired devices, one for the departing member and one for the ones left behind. The initiator uses the device to record the first video message, and sends it to the second user’s device abroad. That user will be prompted to play the short message, and then record a response message. Once the second message is sent, a cycle is complete, and the message ritual continues back and forth. One can’t record and send a message without receiving a response first. And, all the sent videos are compiled in a database that can be accessed through the web.

VIDBITS storyboard

We created a working prototype using Processing as a programming tool. You can check it out in this video:

VIDBITS Prototype Technical Elements

When designing VIDBITS, we focused on three key elements: Video length, the interface and the form of the devices.

The recording time for the videos is 15 seconds. This is just enough time to wish someone luck on a test, say you have gotten home from a trip safely, or simply wave and smile. We felt that the short length would highlight the ease of participation in the ritual, and keep the feel of the interaction very separate from a skype call.

The interface is simple and intuitive enough for a grandparent or a 5 year old to use. On either end of the pairing, these devices might be shared by a group of people, or used by one. The intent to connect two households influenced the screen interface’s controls and visual style.

The paired devices are meant to live inside the home, and not be carried around – like a mobile phone or a tablet. We wanted the user to not stress over being connected to it all day and discover a new message when they pass by it. The user should feel free to delay recording a response.

Project Team: Cansu Tecimer & Danielle Cojuangco

Lego Imaginarium

Lego Imaginarium

By Storytelling, Thesis

Lego Imaginarium Video… 

https://vimeo.com/55932004 

This is a concept video of my initial thesis project idea, before it changed dramatically. I used After Effects and Premiere in the production.

Before diving deep into the blended reality game world, I imagined a system where players could build structures in the real world, upload those unto the computer and share with the world. Later on, I saw the benefit of removing the screen and digital platform as much as possible from the experience, and went on to develop ‘Saving Arcadia’ and ‘Builder Quest’.

 

Robotic Companions

Robotic Companions

By Storytelling No Comments

Robot Companion Video…

This video explores a distopic vision of the future where humans become dependent on robot companions for emotional comfort. I used Adobe Premiere in the production.

There are many robotic companions in the market today, from Pleo, the baby dinosaur to Paro, the therapeutic seal. Humans seem to be forming emotional bonds with man-made objects with the advancements in state-of-the-art sensors that can mimic life-like behaviors. But, can this new context of companionship go wrong?

Special thanks to April Shuya He for appearing in the video.