Tuesday, 18 September 2012

Week 9
Lourens Adrian Botha
n6326374

 
 
 
 
 
 
Design Brief

The aim of our concept is to encourage gamers to interact and connect each other in the real world .

Steam is the main driver behind the tails interactive involvement with the user.

        

Each user has a personal account with steam giving the user an identity within the tail resulting in differentiation of functionality.

        

Each user's steam account has a ranking based on; comments, game scores, positive involvement with steam and interaction with other users.

         

This ranking can also increase or decrease depending on involvement with the Steam Tail and level of individual feedback within the community.

        

When a fellow steam users are within your local vicinity the tail will notify its user through a wagging motion.

Tail’s interactive gestures will vary depending on the rating of each user. Therefore if a user of a high rating is in the same space as a user with a lower score the tail will actively interact at different levels of force to indicate to the user this information. This will be indicated to the user through the tail wagging at different degrees.

 

When a user is categorised into their steam account the tail will accordingly communicate this information with others.

 

  • Blue means very similar interests
  • Green means similar interests
  • Yellow means similar future game interests
  • Red means not similar
 
When linkage occurs between users the input is a swirling,rotary motion simultaneously with another, after doing this for three seconds the LED flashes to communicate to the user that the tails have connected.

When users are connected the tail will be in the neutral position (hardened straight state), to end the connection simply break the connection through a snapping motion.

As result of Linkage between users multiple outputs of interactions can occur.

  • Data storage on the tail for the user to then access at a later point, to then use this profile through steam and comment or rate the outcome.
  • Gives the user the opportunity to play games together. (make new connections).
  • Giving the possibility of having certain games that give an advantage to players that have tails linked together.


After the connection is broken the tail will ficker indicating to the user a response is needed.

  • positive feedback - swinging,swirling action.
  • negative - squeeze.


This feedback will have a result on the individual score for each user. Dependant on level of user feedback to the level of the intended individual.


 


Gaming culture-

It is suggested that gamers who gather together to play possess a shared language. Engage in collective rituals and are often interested in cultural artefacts such as gaming paraphernalia.

Hardcore gamers are known to commonly attend video game conventions, gaming world tournaments and other game related events, these events let gamers play the newest games, see beautiful woman, have fun with fellow gamers, and play hours and hours of video games.

Based on this, our group came up with the concept of a device which could fit into the gaming culture and enhance the social aspect of gaming through locating and interacting with each other using the device.

Steam is a online digital distribution, digital rights management, multiplayer and communications platform developed by Valve Corporation. It is used to distribute games and related media online, from small independent developers to larger software houses; Steam provides the user with install and automatic management of software across multiple computers, community features such as friends lists and groups and in-game voice and chat functionality.

The software provides a freely available application programming interface, Steamworks, that developers can take advantage of to integrate many of Steam's functions within their software products, including copy protection, networking and matchmaking, in-game achievements and micro-transactions, and support for user-created content through Steam Workshop.

As of August 2012, there are over 1500 games available through Steam, and 54 million active user accounts. The concurrent users peak was 5 million on January 2, 2012. Although Valve never releases sales figures, Stardock, former owner of competing platform Impulse, estimated in 2009 that Steam had a 70% share of the digital distribution market for video games.

 
 
 
 
 
 
 
 
 
 

Tuesday, 11 September 2012

Week 8 -  

Guest Lecture - 'Jared Donovan'


Jared spoke of the semantic approach and action centric.

Systematic Approach

 

-has set deigned inputs and outputs....

-Much similar to achieve a desired task..

- Usually involves a Set process and method; and tend to be used interchangeably.

- It acts as a planned behavioural series of interaction.

-easier to fit to a tangible interaction in our chosen context

-Physical representation of Digital Information
Action Centric
 
-Its Application almost seems appropriate for artistic or aesthetic design
-movement as a carrier of information and expression
-Would make the actual design much improved
-Incredibly hard to design a Action Centric game
-Open ended Interaction
- If Action centric it must also include some schematic approach (winning or losing)
 
 
The Schematic Approach to interactive design is the kind of approach we aim to follow. There is a direct purpose for the device; unlike an action-centric approach which could be more fun, yet less related to our assignment. 




Our first step in deciding on a strong input-output system in regards to behaviour of the “Steam Tail”  A list of possible contexts we could use includes:

· Vibration
· Movement
· Pressure
· Educational
· Sound
· Shareing

Outcomes: Development
Group Discussion
Our group needs to Flesh and Solidify our concept for the following weeks presentation.
-          How the interactive tail will communicate series of information between users. The tail will be integrated within the existing online platform 'steam'.
-           Find a list of metaphors in the form of interaction and visual aesthetics linked to gamers
-          Object - the interactive tail engaging in a social environment for gamers.
-          Behaviour- The tail will communicate data to then later be accessed by the user via steam. The behaviour will be gestures communicating directly to the function.
-          Scenario


Discussion with Yasu

Yasu mentioned that the tail was a nice idea but was unsure of how it related to gamers and exactly the way in which it will be used in a social environment. T
The concept of gamers and steam was exceptional in terms of linking an existing platform back into the physical realm. However Yasu mentioned maybe a tail was not the right approach. As our user group was a broad demographic, the tail didn't relate to a specific genre.

We decided as a Group to continue to flesh the tail concept as we felt our ideas were not communicated properly during the tutor. We decided to present the concept in the direction which we are heading and figured it was early enough in the project to take a risk and run with our original idea as Kiu was passionate about the tail form and we believed the interaction would suit the user demographic.

 
 
 
 
 

Tuesday, 4 September 2012


Lourens Adrian Botha
N6326374



 
Life Tec Queensland is a leading provider of information, consultation, and education on assistive technology that can help individuals improve their quality of life and remain independent.

They aim to provide advice on the range of available solutions regardless of a person's age or level of ability

And assists  a wide range of people from all walks of life.

From older people who wish to remain independent in their homes for as long as possible, as well as children and adults with a disability.

Assistive Technology is a device or system that provides people with practical solutions to everyday life activities.


Assistive technology can help people to:

·                               Look after loved ones by assisting with showering, dressing, and eating

·                               Make mobility safer and easier

·                               Open jars and turn taps on and off

·                               Make computers easier to use and screens clearer to read

·                               Ensure personal safety by using personal alarm systems at home

·                               Make recreational activities much easier

·                               Plus countless other ideas

Retrieved from:  http://www.lifetec.org.au/home/default.asp

Group activity:

The activity was to collect one item off the shelf at Lifetec and redesign it as we see fit. As a group we wanted to select and item that was non mechanical and was an everyday practical piece of equipment.

 







Used for gardening this tool is specifically designed for assisting in the lifting of pots. The problem we found with the design was:



·                               Metal component has limited leverage and dependant on weight

·                               no adjustable height mechanism for variety of users. 


Implementing minor design changes improves the products functionality in the desired user interaction. By adding the wheel users will have the option to roll heavy objects rather than carry. The wheel of coarse would have to be large in surface area to accommodate the terrain it would be used in. As mentioned above a simple adjustment for the height would be incorporated alongside the adjustable clap for the metal element to grip the pots. 

 

What our group took away from the site visit:

Designing in such a framework as assistive technology really opened our eyes to go back to basics in terms of ergonomics and usability of interactive products such as the one above. For our semester project these considerations will be met and design through the users perspective will be enhanced through the remainder of the project.