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

    1. 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. 2. The PLACE Approach: Prototyping Location, Activities, &Collective Experience A scalable approach for prototyping location-based, social games and apps
    3. 3. Why is PLACE needed? Many apps, few prototyping approaches
    4. 4. Geocaching: A real-life treasure hunt
    5. 5. Floracaching: Geocaching for citizen scientists
    6. 6. We use PLACE to prototype Floracaching Find Floracaches Visit Floracaches Scan QR Codes Complete Activities Earn Badges
    7. 7. Location Social Experience Activities Time Problem Space: Condense and Represent
    8. 8. Small scale session
    9. 9. Scale up
    10. 10. Co-design basics: The mapSign Up Recruitment, Social sharing, Serendipitous discovery
    11. 11. Co-design basics: The mapChoose Activities After an introduction, participants choose what they want to do
    12. 12. 18 15 20 4 Co-design basics: The map Elevator Lounge Find Floracaches First a classroom, than a campus wide activity
    13. 13. Co-design basics: The mapVisit Floracaches Players visit real things
    14. 14. Get feedback, scale up
    15. 15. Start small, scale up, and let the users choose. Recap The PLACE Approach: Prototyping Location, Activities, &Collective Experience
    16. 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. 17. And thanks to Ryan Gamett, Jocelyn Raphael, and Matthew Reid Thank you! Questions?

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