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Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
Low-fidelity Prototyping for Location-based, Social Games
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Low-fidelity Prototyping for Location-based, Social Games

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  • even though these are being created, wedon't yet have good methods for prototyping new ones. that's why we'vedeveloped the PLACE approach.
  • “A mobile version of the national citizen science campaign to observe plant responses to climate”Focused on plant phenology (e.g., when flowers bloom, leaves fall off,…
  • “A mobile version of the national citizen science campaign to observe plant responses to climate”Focused on plant phenology (e.g., when flowers bloom, leaves fall off,…
  • Two techniques we found in the literature are prototyping with a game board and prototyping with cards representing different mobile phone screensPrototyping with a game board- represents the social aspects of the gaming experience and condenses timePrototypnig with cars- allows users to test in an actual location and with an actual handheld mobile device
  • Transcript

    • 1. Low Fidelity Prototyping for Location-based, Social Games Anne Bowser, Yurong He, Derek Hansen, Dana Rotman, Jenny Preece CSCW 2012: Mixed Reality Games Workshop
    • 2. The PLACE Approach: Prototyping Location, Activities, &Collective Experience A scalable approach for prototyping location-based, social games and apps
    • 3. Why is PLACE needed? Many apps, few prototyping approaches
    • 4. Geocaching: A real-life treasure hunt
    • 5. Floracaching: Geocaching for citizen scientists
    • 6. We use PLACE to prototype Floracaching Find Floracaches Visit Floracaches Scan QR Codes Complete Activities Earn Badges
    • 7. Location Social Experience Activities Time Problem Space: Condense and Represent
    • 8. Small scale session
    • 9. Scale up
    • 10. Co-design basics: The mapSign Up Recruitment, Social sharing, Serendipitous discovery
    • 11. Co-design basics: The mapChoose Activities After an introduction, participants choose what they want to do
    • 12. 18 15 20 4 Co-design basics: The map Elevator Lounge Find Floracaches First a classroom, than a campus wide activity
    • 13. Co-design basics: The mapVisit Floracaches Players visit real things
    • 14. Get feedback, scale up
    • 15. Start small, scale up, and let the users choose. Recap The PLACE Approach: Prototyping Location, Activities, &Collective Experience
    • 16. 1. Low-fidelity prototypes should not be polished 2. Activities > Interfaces 3. Start small, scale up 4. Testing should be done in the field 5. Respect authentic social experience PLACE Principles
    • 17. And thanks to Ryan Gamett, Jocelyn Raphael, and Matthew Reid Thank you! Questions?

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