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Tapestry Game Concept - Smithsonian American Art Museum Hackathon

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This presentation outlines the game we designed during the Luce Foundation Hackathon November 16th-17th, 2013. The casual game uses a nine-section digital tapestry as a game board. Players race to complete a tapestry that meets challenge criteria. Challenges include Luce Women, Luce Cannons, Luce Clothes and the fundraising game, Luce Change. Once developed, the game can be played on mobile phones, tablets or online. Screenshots are included in the presentation.

We welcome questions about gameplay, suggestions for improvement. We also encourage you to support the Open Data movement which can make data available for innovative games and applications we can only begin to imagine.

Credits: Nathan Verrill, Phoebe Elefante, Nick Elefante, Kat Neville.

Read more about the hackathon: http://www.americanart.si.edu/luce/hack/

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Tapestry Game Concept - Smithsonian American Art Museum Hackathon

  1. 1. Luce Foundation Center for American Art Open Data Hackathon Team Megatherium
  2. 2. Objectives •  •  •  •  •  •  Design a game to digitally showcase the Luce Foundation Center’s art collection, using data provided by an Open Data API. Use discovery and exploration as a way for people to encounter artwork that piques their interest - people who wouldn’t interact with the art otherwise. “Secretly” educate players while they play. Inspire visitation to the museum. Reach new audiences such as young professionals. Design the game concept in two days.
  3. 3. Concept: Digital Tapestry Race •  •  •  •  •  Casual game with a 9-section digital tapestry as the game board. Players race to complete a tapestry that meets challenge criteria. Game can be played on mobile phones, tablets or online. In-museum gameplay with mobile devices is facilitated by keying in accession numbers and/or art recognition magic. The game features a leaderboard for best times for personal, Facebook friends (a la Candy Crush) and all players. Challenges increase in difficulty the longer the game is played.
  4. 4. To Play the Game... •  •  •  •  •  Players explore the digital collection searching the database including artist name, tags and other metadata. Players find a piece and “pin it” in their tapestry. The game confirms the artwork meets the criteria for the challenge; players lose one of their 9 lives if they are incorrect. Players can purchase additional lives by making a donation to the Foundation. Players can “dispute” artwork that should meet the criteria, but does not, thereby identifying gaps/errors in the data. Players receive credit for disputed artwork, with an asterisk and number of disputes for “social proof” and another dimension of recognition for being astute or “cheating.”
  5. 5. Surprise & Delight with Achievements •  •  Achievements are earned when, unbeknownst to the player, the system detects specific patterns in the selected artwork. Example achievements include: o  Smallest & largest tapestry: based on real dimensions o  Same year or same decade o  3 works for each century over three centuries o  9 works from the same artist o  9 works from the same collection
  6. 6. In Addition... •  •  •  •  Risque/creative challenge names present marketing opportunities that play on the Luce name, and help with pronunciation. For example, Find Luce Women, Luce Morals, Luce Teeth, Luce Clothes, Luce Cannons, Luce as a Goose, Luce Ends, Luce Lips Sink Ships, and Footluce. Luce Change lends itself quite nicely to pay-to-play fundraising opportunities a la Candy Crush Saga in-app purchases. Having weekly or monthly challenges with different themes encourages repeat game play over long timeframes. Social media buzz on Twitter and Facebook drive traffic to the game and serve as a “rabbit hole” to gameplay.
  7. 7. For example...
  8. 8. Social Media “Rabbit Hole” (game entry point) Seriously amazing sketch, no?
  9. 9. Landing page discussion Current discussion about women in art: 1.  “How is a woman's gaze different from a man's? How does that difference influence the ways in which the two genders view the world? And how they view art? 2.  What constitutes obscenity and pornography? Where do they come from? What are their results? Are they always transgressive? What place do they have in art? 3.  http://americanart.si.edu/luce/object.cfm?key=338&artistmedia=0&subkey=314 4.  http://ids.si.edu/ids/dynamic?container.fullpage&id=http://americanart.si.edu/images/ 1950/1950.6.15_1a.jpg 5.  http://americanart.si.edu/luce/object.cfm?key=338&artistmedia=0&subkey=2856 6.  http://americanart.si.edu/luce/object.cfm?key=338&artistmedia=0&subkey=2335
  10. 10. http://americanart.si.edu/luce/object.cfm?key=338&artistmedia=0&subkey=23 http://americanart.si.edu/luce/object.cfm?key=338&artistmedia=0&subkey=1944 http://americanart.si.edu/luce/object.cfm?key=338&artistmedia=0&subkey=160743
  11. 11. Find Luce Teeth http://americanart.si.edu/education/corazon/galeria_10_zoom.cfm http://americanart.si.edu/collections/search/artwork/?id=31537 http://americanart.si.edu/exhibitions/online/whc/whc-noframe.html?/exhibitions/online/whc/maloof.html (scroll down to his quote on the bottom about teeth and put on top of card on right - could be a great example of “obscure” matches (unless you disagree) http://americanart.si.edu/exhibitions/online/t2go/1fa/index-noframe.html?/exhibitions/online/t2go/1fa/ 1986.65.266.html
  12. 12. Furthermore... •  •  •  •  •  Players are encouraged to create their own tapestries - their own works of art - and share them on social networks, thereby driving more traffic. Player-created tapestries can be featured on-site on kiosk displays to invite visitors to download and play. Players can favorite art, thereby contributing to behind-the-scenes analytics on collection preferences that can inform display design and filling voids. Race times can be analyzed as indicators of search interface efficiency. Can be Smithsonian-wide with a standardized API across all data sets.
  13. 13. And it’s possible with the API made available at the hackathon.
  14. 14. A giant Megatherium THANK YOU to the seriously amazing hackers, as well as Georgina Goodlander, Bridget Callahan, Sarah Allen, Diego Mayer, Jason Shen and everyone else who made it possible. From Team Megatherium Nathan Verrill Phoebe & Baby Elefante Nicholas Elefante & Special Guest Kat Neville @megatheriumlabs

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