Last week, we had a chance to do some play testings of our concept and design (see this previous blog). Watch this clip first to get to know how people interacted with out prototype.
By doing play testing, we had lots of insights from our users.
- By just looking at it, people thought it was a trash bin and they could throw something in it.
- People could understand what they were supposed to do. They instantly thought it was a game and they could interact with it.
- Since the game was to control the balls, they used the two piles as controller. But it’s interesting that people had different movement to control it. Some tapped their hands, some move their hands in rotation.
- They said the game was quite complicated. But they thought it was a cool game.
- Some people said that they didn’t belong to the game. They couldn’t get what’s the purpose of the game. Was it just a game, or did it has something behind it. It meant that they didn’t get the message.
- Some people wouldn’t get frustrated playing this game, since it was just a game.
- Half of the users told us that the design was attracting, but some of them said they didn’t like that they had to look down.
- Some people said there were a lot of elements, and it’s distracting.
- They were concerned what if people got too frustrated and just walked away, didn’t finish the game.
There were sure so many feedbacks, both positive and negative. One thing that we needed to work on more was that the users didn’t get the correlation between the game and our goal. If we didn’t explain what our intention was, they wouldn’t understand and they just thought it was only a game. So, we needed to discuss further and make our goal clearer through the game, or whatever the users interact.
From the insights, we discussed to change the content of the game. And since the content was changed, the concept was also shifted a little bit. Previously, we wanted to focus on users emotions, how to change the state of emotions. But after we saw directly the users’ actions, we discussed to change the focus on their actions, rather than emotions. But still, our topic is about mental health, so we wanted to create something that can make users do some actions to release their emotions. It’s an anger reliever.
After a long discussion, we came up with another idea. In order to release users anger, we want to make them doing actions. So we design a sort-of game, which the goal is to break a wall. We wanted the users do actions, they can use their body to interact with the wall so that they can break it. We wanted to make them act as naturally as possible, using their hands, foot, or even head and shout. After the wall is cracked, there’s a message that tell people our intention, more about mental issue awareness.
For the design itself, there weren’t many changes. We still wanted to keep it simple. But we need to tilt the monitor a little bit so users can look at it more conveniently. We also plan to add speakers as feedbacks of every action. Also, for the material, we need to make sure it’s rock solid but still safe to be hit.
For this project, we are using:
- Mini PC
- Ultra-sonic distance Sensor
- Force Sensor
But we still need to figure out what type of components should we use.
After we consulted with Allison, we wanted to try using three.js to make the brick wall and the animation. We had take a look at the basic and documentation of three.js. Next, we’ll start make a prototype for the game using three.js.
We already started connecting the force sensor, microcontroller, and the computer. Next, we’ll work on each component separately then combine them together.
We’re still figuring out what kind of materials should we use. We need to keep in mind that it’s strong enough but still safe for the users. So, this week we need to consult to Ben and start buying some materials.