Interactive fiction
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Interactive fiction

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  • Idea for next year: Use statistical information but no sharing so players can learn about themselves & members of their family.

Interactive fiction Interactive fiction Presentation Transcript

  • GAME DESIGN FOR GROWTH DESIGN RESEARCH METHODS
  • STAKEHOLDER DESIGN IN PRACTICE Design as user research •  Provide materials and a design goal •  Make sure assignment is reasonable within time frame •  Have users explain their design process to gain understanding about their expectations Itir and Sonny make a game about financial literacy 2
  • STAKEHOLDER DESIGN IN PRACTICE Design as user research Rationale: •  Users relax and feel ownership over the environment if they can make a material contribution •  Users design decisions give insight into emotional experiences of a product and their expectations •  Reality of making the ‘dream’ product helps users see the dilemmas designers face, so feedback can be more pragmatic* *sometimes 3
  • USER TESTING APPROACHES Partnered play-testing •  Have users interview each other regarding an experience both have had using the same product under similar circumstances •  Users can co-play a game under observation •  Focus is on user interactions with each other in relation to the product Miguel and Naz play a prototype together 4
  • USER TESTING APPROACHES Partnered play-testing Rationale: •  If users are shy or may not give researchers an honest answer they often work better if working with a previously known party such as a friend, family member or care-giver •  Gives researcher more time to circulate and observe. Can listen to tapes or read transcripts later to get quantitative data •  Can provide insight into how a product will function socially – which aspects inspire connection & conversation & which are better as a solo experience 5
  • USER TESTING APPROACHES Paper test before you build! •  Make & test a minimum viable product in paper •  Include instructions as required. No ‘help’ from researchers •  Users can make notes on the prototype of where they were confused or what they would change •  New paper copy for each user. Collate notes on prototypes for discussion later Paper prototype of financial literacy game ‘Gimme Some Credit’ ready to play. 6
  • USER TESTING APPROACHES Paper test before you build! Rationale: •  Much cheaper when bad ideas die on paper •  Gives users a version they can scribble on, much like printing wireframes for clients •  Allows researchers to focus on the experience of using the product instead of the technical specs •  Client doesn’t get bogged down in issues of look & feel too early 7
  • IDEAL WORK PROCESS o  o  o  o  Understand the problem through conversation Brainstorm possible solutions Create test products Test, refine or discard with user involvement in each round of design o  Find the right product o  Develop product or hand off design specs to development team 8
  • ACTUAL WORK PROCESS o  o  o  o  o  o  o  Get RFP or tech spec Look for potential problems Dialogue with client about ‘design latitude’ Negotiate contract Watch deadline approach Scrap experimentation phase Design product to spec 9
  • ACTUALLY…. IT’S OFTEN A BIT OF BOTH 10
  • BENEFITS OF STAKEHOLDER DESIGN o  Better sense of what users understand about the issue at hand o  Able to elicit authentic data o  Sense of shared purpose leads to distribution of power between designer, client and enduser o  Able to test and iterate with intended audience. 11
  • WHEN SHOULD STAKEHOLDER DESIGN HAPPEN? o  Tendency to involve stakeholders towards the end of the project o  Better to ask for feedback early (ie; tackle initial brainstorm phase together) o  If contribution isn’t sought early in the process players could end up giving feedback on a product that isn’t successful in their eyes 12
  • HOW TO GET STAKEHOLDERS INVOLVED? o  Through partnerships: o  Community organizations o  Families o  Medical clinics o  Drop-in centres o  Schools 13
  • WANT TO LEARN MORE? Questions or comments: mir@bloomdigital.to Twitter: @bloomdigitalmed