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Prompt 4: Inquiry

Game and Interaction Design

For my last prompt, I decided to look into the area of designing for games and interaction.

(I brainstorm with the idea of “what to do in my 20s?” and then find the path of game design to go on for further experiment?)

I begin with MDA: a formal approach to game design and game research. The theory divides each game into three components: Mechanics, Dynamics, and Aesthetics.

With being mindful about these three aspects, it is also important to keep the overall vision of a game consistent – to make the three components work for the same direction. The essential concept of this theory is to ask: how do they make the player act and feel?

Mechanics are the base components of the game – its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.

Dynamics are the run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.

Aesthetics are the emotional responses evoked in the player.


Case Study: Why do swords break in Zelda: Breath of the Wild?

How does that change player behavior?

Action:

Rely less on direct attacks and spend more than sneaking pass enemies or finding creative ways to ambush foes;

Use different weapons and constantly seeking for new one;

Exciting moments of drama in the middle of a fight.

Feeling:

Unpowered

Creative/Crafty

Explorer

MDA example:

Tic-tac-toe  

Dynamics: Two players fill the blank squares with x and o.

Mechanics: When three of a player’s shapes line up together, the player wins.

Aesthetics: Focused and Calm. Gets bored after times because of its simple rule.


Badminton

Dynamics: The player swings the racket to hit the ball.

Mechanics: Players play on a 13.4m long and 6.1m wide double court. When the ball falls on one side of the court, the other side of the players get one score. The side of the player(s) hitting a certain score first wins.

Aesthetics: Excited and intense- the ball is the dominant spot for the attention of the whole court. Collaborating – Double play is common, and players get to play in a collaborative way.

(I try to study different sorts of games in order to explore more possibilities.)

Monopoly
Dynamics: 

Rolling the dice to decide how many blocks she can walk on the looped and stantard path. Using chest/chance cards to initiate events. Using in-game money to exchange things.

Mechanics: 

May varies, but normally the final places depend on overall forture of a player. Different blocks of real estate can be bought, and when others step on her real estate, they will be charged depending on the building level of the block. Some blocks offer change/chance cards, which have different events of good and bad ones. In some digital versions, tools can be used to be advantaged in the game in many ways. Morgage and Cashing is available at the bank. 

Aesthetics:

Excited and powerful – closely a mock-up of real world financial rules, but allows the player to explore possibilities in a creative and bold way without real loss. 

Fellowship – especially for the offline version, in which people gather to play it together.

Machi: Unmei no Kousaten(City: The Intersection of Fate)
Dynamics: 

Visual Novel – the player clicks to proceed the story or select the plot branches.

Mechanics:

1. A multi-perspective narrative. The player needs to jump between eight storylines to read the entire story.

2. Different storylines influence each other. The key to a plot lock in one story probably is needed to be collected from another storyline.

3. Some choices lead to bad endings/dead ends. The player can use Save and Load to continue playing.

Aesthetics: 

Curiosity and Surprise – this unconventional type of gaming narrative is intriguing to many first time players. They can be fascinated by the logic system of the game.

Tired and bored – the game is really long, and frankly speaking – outdated. Its text dominated narrative and lack of playful interaction keep a huge number of people from finishing playing it.


Mashup of two(or more) games –

                                     Starting with Monopoly and Machi

After researching I came up with the idea of mashing up two games together – just out of curiosity. I was interested to see where it would go. So I take Monopoly and Machi for my experiment. Despite of their genre differences, of one is board game and the other is a visual novel, their background both locate in big cities, which is an element I am usually passionate to see in a game or narrative. After further studying the mechanics of these two(and a few more, like Pummel Party and Murder Mystery Games), I decided to write my own script with the same mechanics of Machi. Because the original game script is too long, and I was not even able to finish reading it myself. And in the end, with the characters and stories completely being original, I was able to finish a new script. They new one was reduced a lot comparing to the original one, from a content span of 5 days and 8 main characters, to a span of 3 days, 6 characters.

I had my friends to go through the outline once I finished. The average play time is longer than I originally planned: 2-3 hours with only the story outline. So I am very grateful for their support. And it was a very rewarding experience for me to have my games played by someone.

Brainstorming about the mashup

As I had the content I needed, I started by sorting out the main traits of mechanics of each game, highlighting the essential ones. In other words, I was taking out features from a game and reinstalling them into another.
The multi-perspective narrative of Machi can be translated into a multi-player mechanism in the mashup, just like it in Monopoly. The real-estate blocks can turn into mission collect blocks, which are used in pushing forward the storyline. Chest/chance cards can be reformed as event/minor hint cards, in order to make the game more suspenseful.

(I took out all of the features on a monopoly map first for brainstorming.)

(Mechanics of the new game)

Feedback from friends(for future development):

  1. Character development

They suggested me to give each character a more complete portrait. I could not agree more: the mashup game I am envisioning here is heavily character focused. Just like Machi and some murder mystery games I was looking into, the characters are the main elements of the storytelling. More description in the script is important, which can be articulated in the later steps.

2. Mini games at Work block

My friends suggested me to incorporate mini games at the Word blocks, in which the players step on to collect currency. It can add more competition into the game. The question is that – what kinds of mini games to put into?

3. Gossip/tip card

My friends suggested me to add some minor tips about my characters in some card-drawing session, so the players can learn about the characters as they go.

4. Portal charge

Other minor suggestions about the mechanics- I find most of them extremely useful.

Outline text play time: average 3 hours

Estimated board game play time: 8-9 hours

Feedback from critique and reflection

  1. The current duration is relatively long. In order to have the game running more smoothly, I can try to break it into different parts/acts/episodes, with some slight variations on the mechanics.
    Because the game is aiming for a longer duration, I need to find the targeted players who have access to the game and ideally some experience with the genre.
  2. While breaking the game into different parts, I can experiment with every of them individually, to make sure they all maintain a certain logic.

3. In the brainstorming stage, I could have add more relevant context as an aspect of the game. Monopoly is also an “educational tool, to illustrate the negative aspects of concentrating land in private monopolies”, while Machi reflects different perspectives from the lives ordinary people in the 90s Tokyo. Maybe setting a real world city, at least for reference, to my game would help.

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Prompt 3: Discourse

Book:

Manzini, E. (2015). Making Things Effective and Meaningful.

In Design, when everybody designs: An introduction to design for Social Innovation (pp. 165–175). essay, MIT Press.

Summary:

To mobilize a group of people with the same motivation or aim and achieve something meaningful, while ensuring a creative and positive working environment, collaborative organizations need to make themselves more accessible and effective. And enabling solutions can be employed to realize this goal. Based on specifically designing for each agency, enabling solutions can adapt to different cultural and social values, and can therefore be considered within different frameworks of meaning.

While the local and immediate result is important for an innovation, collaborative organizations should also be thinking about the broad vision, and how to create a “socially rich” tie between participants. Though the motivation of the project may differ through time, trust is always important to such collaborative work.

Research and Design – How to prevent food waste from home?

Project Overview

This project is based on the concept of collaborative organization introduced by Manzini, attempting to make a workshop that would advocate for more people to participate in minimizing food waste. The outcome consists of a research report and visual design – a series of mug coasters.

Problem Statement

Widespread food waste is a pressing issue on a global scale, with North America being particularly affected. This project centers on enhancing public awareness and educational solutions to address this intricate challenge. The primary objectives include identifying the barriers that hinder individuals from engaging in food-saving practices and innovating educational collaborations as a means of advocacy.

Goals

  • Learn about the topic deeper and design a questionnaire to help study from users’ perspective.
  • Understanding and emphasizing with the food consumers; Analyzing their motivation and habit pattern.
  • Design a set of visual products to attract more eyeballs. Make it as accessible and fun as possible.

Design Process

Questionnaire: https://docs.google.com/forms/d/e/1FAIpQLSdod_8gM9dqqF_tl_ZIbYB2ox0uAkYuGvPPaloEQsGBvi1CAg/viewform

Conclusion 1: Most people are willing to reduce food waste and be an active participant of the campaign. There are several main obstacles that hold them back though, one of which is the lack of proper knowledge on the this specific area.

User Response on Creative Workshop Ideas:

  1. Culinary workshop
  2. Donation event
  3. Farm visiting/study tour.
  4. Food storing instruction.
  5. Poster/flyer/zine alongside with an intriguing and educative narrative
  6. Eating observation – having a buffet lunch together and comparing the food collected with the final amount of it consumed.
  7. Presentation with playful event/aware of the consequence.

User Response on World with less food waste:

  • More people will not struggle about hunger.
  • Less food shortages.
  • Less pollution.
  • Less workforce needed.
  • Long term goal.
  • Personal finance in control.
  • Less terrorism.
  • More functional version of society.

Visual Representations:

  • Green
  • Organic
  • Recycle sign
  • The “THANK YOU” plastic bag
  • The green can
  • Calories label
  • Take-home box
  • Vegetable and fruits
  • Happy person
  • Starving children
  • Wasted food in trash can

Food donation/plan

Most users have No particular plans; Some have basic ones.

Almost all of the users have no donation experience.

Barriers: App issue/food quality

Conclusion 2: College students prefer workshops in which they can actually participate in doing something. The content should be tangible and accessible to everyone, making the core of the advocacy clear and easy to understand. They also have a favor in strong and direct visual impression.

Results

Conceptual Mascot for the event

Mug Coasters for handing-out

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Prompt 2: Material

For project two, I choose to go with Figma and experiment as I learn how to use it. I spent the first week figuring out the basic functions and logic of the software, and the second week for project realization.

https://www.figma.com/file/uYR4OTg6iZ2uEgdwJ5OJtu/Prompt-2?type=design&node-id=0%3A1&mode=design&t=Ols6coRldBt0h59E-1

User interface design has always been something I wanted to try out, so I started my brainstorm from the idea of making something mobile.

After comparing different concepts and mind-mapping, I decided to make a simple and straight-forward mini app on phone.

The Goal:

Making people re-focused on a project. Minimalize the distraction during work.

The Process:

1. The user creates one or more project folders, and upload photos or documents into them in advance.

2. When the user wants to get back to work on a project, they clicks “get started”, chooses the project they are looking for, and enters a mini game.

3. The game demands the user to identify pictures or documents inside that specific folder of the project, while having some random other pictures/documents in display as options.

4. There are no right or wrong. In the end, the chosen files are listed out, including some files that are not in the folder, but still chosen by the user.

5. The features are limited to help decrease unnecessary distraction. In the end of the main process, the user can lock the screen to amplify their concentration.

Reflection:

  1. Figma Learning: I am glad that I finally start to use it. During the learning, I figured out the basic functions of Figma, having a deeper understanding of its capacity. I will keep on looking for more ways of creating with it.
  2. Planned Structure: During my making, I realized that user research was key to my concept, but I was already running out of time.
  3. Specified Direction: At the beginning, I was interested towards making a habit design app, and narrowed it down to the idea of concentration guide after critique. Still, many processes are not well-defined during my making process. Mind-mapping and timeline evaluation would be a thing that I want to expand more on when stepping to the next project.
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Gift for Yahan

Cat owner’s checklist

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