Project Plan: Changing Emotion Arcade Game

After me and Madon came up with the idea of our final project here, we try to finalize it by doing more brainstorming ahead. We plan to combine both Physical Computing final and ICM final, since we’re making an arcade game.

There were several adjustments that we made, considering how to make the best experience for the participants who will interact with it. Here are some thoughts to make better interaction:

  • What’s the affordance? We wanted to make it attractive, so we designed it like an arcade game (rather than a photo booth that we had before) but the design would be more ellegant. Also, if we want people familiar with it, so we will design it like an arcade game.
  • How do people know if they can interact with it? We will place two piles besides the monitor. And on top of that, we will put sponges as signifier, so we hope people will place their hands on it, as the controller.
  • How can it detect user’s emotions? Since we’re planning to use a facial recognition, we need to capture the user’s face. In this case, we need to think how the user will face the monitor, how height it would be, etc. Regarding this height issue, we designed it as if the user will be looking down, hopefully there won’t be any height issue and the camera can still capture anyone’s face.

Here’s our newer design.

New Design

 

Top View

 

In Situation

 

For the materials, we will mainly use:

  • Plywood
  • LED RGB Strip
  • Force Resistor Sensor
  • Sponges

You can take a look at our Bill of Materials here.

 

What Do Users Do?

User Journey

 

The Game

We wanted to make some kind of arcade game. We wanted the user to interact with it by taping the sponges on the two piles. For the game itself, we were inspired by this game, called Duet Game.

Here’s what we had in mind.

The Game

We’re planning to make the game using p5.js, what we’ve learned so far in class. The challenge is to avoid the ball touching the obstacle objects. And we want to adjust the speed of the obstacles depends on user’s emotion. At first, we want them to keep losing, so we’ll make the speed fast. After a while, and the state of emotion become ‘angry’, at certain point of angriness, we’ll change the speed into slower so that the user will be winning the game, since we want them to switch emotion to be ‘happy’. After certain level of happy, we’ll make them win the game, and get them direct feedback.

 

Next Step

For next step, we’ll test the design by using rough prototype. We want to see if people recognize what it is, how they’re going to interact with it, how is the interaction, what they can learn from it, and how do they feel when they play with it. For the testing, we prepared some mockups like this.

Prototype

 

Stay tuned!

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  1. Pingback: Anger Flanker: Play Testing and the Insights – Vidia's Blog

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