Wednesday, March 17, 2010

Team details

Team FLM

Joey Darragh
Giannis Neokleous
Andreas Nomikos
Jonathan Wang

Project goals:
  • Collaborative exploration through interactive play.

  • For children to approach the unknown and explore/experiment to figure out the mechanics of something abstract.

  • Collaborate on discovering more or making use of the abstract, either by having the "expert" pass on knowledge of what he knew to a "newcomer" or for groups to achieve self-directed goals together.


The process is a series of blog entries below. (Remember to click on the "older" link at the bottom of the page)

Tuesday, March 16, 2010

Final Presentation

We were very pleased with yesterday's presentation and demo. A lot of people came by our station and spent quite some time interracting with our windwall even though we were a little dissapointed that there weren't a lot of kids at the demo. It seemed that the fan was a big success among older people and almost everyone said that it was a good touch.

Yesterday, we all agreed that we achieved our goal we set with our windwall. That is people would walk up to the windwall willing to explore it and interract with it anyway they wanted. We wanted children to approach the unknown and explore/experiment to figure out the mechanics of something abstract but also collaborate on discovering more or making use of the abstract, either by having the "expert" pass on knowledge of what he knew to a "newcomer" or for groups to achieve self-directed goals together. Yesterday, we observed people trying to make music, others were chasing the magic tile. Some were trying to cover the whole wall with spinning tiles and others were just curiously waiting for the fan to turn on.

Batteries proved to be a big issue and we didn't expect to use so many batteries. Here's a picture that shows some of the batteries we used.

Sunday, March 14, 2010

Final Project Write-up

CS 247 Design Iteration and User Testing Report
Team FLM

Throughout the quarter, the foundational crux of our design process was best described as a back and forth between designing while developing and user testing. We brainstormed as we built, and whenever we were at a loss for how best to decide between multiple pathways, we turned to user observation for both answers and guidance for the next round of development. What follows is an abbreviated overview of our experience this quarter.

As directed by the course syllabus, we set out to observe children at play at both the JLS and Nueva schools. Based on our findings, we realized a broad swath of features we wished to implement into our product--personalization, collaboration, narrative, and so forth. In truth, these ideas were quite basic; broad and unfocused, our intuited first design was a digital puppet stage manipulated via a projected whiteboard. Composed of avatars with the players' faces attached, the puppets would be malleable in a computer-generated environment, with possibly a variety of objects with which to be interacted, and even a few application-prompted objectives as well. In addition to controlling the placement of the puppet, players could also manually move the limbs of each avatar, encouraging cooperation. However, after a few weeks of prototyping, it was apparent that the project was rough in its presentation, and more challenging to fully realize aesthetically than originally intended.

Halfway through the quarter, we planned to engage in a series of observation trips back to Nueva, four in total. A single day before the first of those, one team member, perhaps inspired by the guest lecturer's demonstrations that day, came up with a new design idea. Still utilizing the projected whiteboard, the new project called for a digital wall of tiles, which could only be touched via IR pens. When swept across, the tiles spin individually, emitting music as feedback. In essence, the pens were conducting the board. There was no explicit goal or direction in this design. But as the next day's observation would reveal, this in fact was a cornerstone of strength for the device. In addition to these two ideas, we also demoed two physics-based toys and a goal-oriented treasure hunting game.

Between the two ideas (as well the other prototypes), the last-moment inspiration proved to be popular. Its immediate feedback required no upfront investment in figuring out how the application was used--its function was immediately observable and understandable. With no specific purpose, the children were free to interact with what we would coin the "wind wall" as they wished. Some players swept over the entire wall in streams, others preferred to pick at the wall in jabs. Some experimented with drawings or writings, others were more curious how many tiles they could spin simultaneously. However any degree of personalization of collaboration existed was entirely up to the cohesion of the players, for which up to four were supported.

Multiple instances of iteration and feature addition came afterward. A randomly moving tile--dubbed the "magic tile"--provided players with a target to chase after (if they wished). Catching the tile would result in an explosion of tiles spinning, eliciting a chorus of notes. A timer which counted down to the end of the game was also implemented, in order to facilitate the transition to allow waiting audiences a chance to play. We even integrated our face capture functionality from the original puppet design to display children's faces as the magic tile was caught. The timer, which ended in a game-over screen, was perhaps too successful in prompting children to leave the board, resulting in disappointment; what was witnessed to be more ideal was for the players who had become "experts" at the wind wall to introduce and explain the application to newcomers. The face capturing implementation proved to be too obtrusive in practice--the process of capturing faces via a camera required that the game be interrupted, ruining the constancy of the application. In our next round of observations, we determined that the first of these three ideas was the one most worth keeping. Not all of the children were piqued by the magic tile, only some were--and that might have been the point.

As we returned to our final bout of iteration, it became clear that the foundation of the wind wall's appeal was its simplicity, immediacy, and its freedom. Kids can make what they want of the wall, which in its starting state is but a blank white screen with a magic tile floating about. Exploration and experimentation was the key to the wind wall's success, as it allowed for each player to enjoy it as they liked--in this way, personalization, collaboration, narrative were features that were not instilled in the application, but grew out of the experience from use. In this vein of thought, we flirted with a few more visual ideas, but ultimately settled on leaving the aesthetics as clear-cut as they were. We interested ourselves instead with the still-unsolved need for directing players to allow others a go at the wall. In our observations, we found that this was less of a problem with girls, but that boys could be possessive--often using multiple pens per person--as well as obsessive--apparently oblivious to the existence of others behind them waiting to play. So instead of a game-over screen, we sought to implement a wave feature, which would periodically result in a vertical column sweeping across the board, distorting and thus "erasing" it. This would be accompanied by a physical fan placed to the side of the whiteboard, which would power on during the process.

Our final observation at Nueva came with mixed results. The fan effect pleased some children, who looked forward to the sensation and visual effect of the board being wiped. Others were confused by the event, unsure of what caused it, and were also perturbed that the effect seemed to obstruct them from whatever task they were at before. Finally, there were some children for whom the effect mattered little--they would continue playing with the board as they did before, even as the whole board was spinning. Some children who had tried out the application in the weeks prior seemed to infer that the implicit goal of the game was to turn as many tiles as possible. It was difficult to take away a uniform gain or loss from the fan implementation. To mitigate some of its perceived weaknesses, we hoped to smooth out the effect by adding visual and aural cues (e.g. a countdown, or a gust of wind) for when the board was about to receive its next waft.

Thus, we began with an ambitious and feature-rich idea, and by the end of the quarter, came to appreciate a simpler design instead. We found that because less time was spent getting the wind wall prototype into a functional beta stage (one afternoon!), we were much more free to insert and remove features as we pleased without much overhead. As already described, this undemanding design also allows users new to the platform to "figure out" the wind wall with minimal risk and effort. We have thus decided that the best thing that could happen come demonstration evening is that we would only have to spend ten seconds instructing the first batch of children "how" the wind wall is played. From there, we hope that those children would be able to pass on their knowledge to newcomers, and the cycle would feed upon itself for the remainder of the evening.

Fina presentation preparation meeting

Today we met for one last time before our final presentation on Monday and prepare for it. We prepared the slides we would use and reviewed the poster. We also added the fading color caused by the fan when it's spinning.

Here's a few pictures.


Thursday, March 11, 2010

Meeting with Amal

Here's a summary of what we discussed today with Amal.

The fan implementation yields mixed results, which is fine, since our project is built upon exploration, allowing each player to discover their own niche with the application. The problem is that the fan's visual effect is forced upon all the players, whether or not they were interested in it. This defeats the solution of trying to make the fan effect an objective, since it would only cater to those who want to experience the effect, and lead to further distraction for those who do not particularly want it.


We have to make a decision about what we want the fan to do. If we want it to remain as a passive-aggressive indicator that the wall is being wiped (i.e. "game over"), then I say we leave it as is. Its success in slowing down doodlers is apparent (if not particularly "fun"), and those who enjoy the effect can go on enjoying it.


If we were to go another route and implement the fan but scale back its universality. Heres a short list of suggestions that were made:

1) Make the fan's visual effect change to something simpler. When the fan turns on, that all tiles currently spinning receive a "second wind" which turns their velocities up and keeps them spinning a little longer. This would not disturb tiles currently not spinning. The effect would be that the children's drawings would remain unfaded just a little longer. We would also be safer from the chain reaction bug the magic tile exhibited yesterday. We might even accompany this with a shrill whistle crescendo.

2) Instead of turning tiles the fan would just blow partivles, or dust, in the screen. This way the kid's are not confused as to if they have to stop spinning more tiles or not. However, one disadvantage to this is that there's not a strong connection between the fan and the tiles.

3) Change how the fan is triggered. Currently the fan starts spinning every two minutes for 10 seconds. Change this so that the fan starts to spin as soon as the magic tile is spinned x (30?) amount of times. We can display numbers for the number of times the magic tile is spinned so that the kids can more easily figure out the reason why the fan is spinning.


We also wanted to keep our ideas conservative because of time limits, and because we have no more opportunities for observations.

As Amal noted a few times, we have to keep in mind that in a open house demo environment, there is no guarantee of how audiences will shift in and out.

Wednesday, March 10, 2010

Observations at Nueva 4 decisions

After our 4th and last observation at Nueva we decided to keep the fan as part of our project even though we got mixed feedback from the kids. Some kids were really excited about the fan and they enjoyed it very much and some kids were somewhat indifferent. However since the fan is adding more than what it's taking we are keeping it.

We also iterated on the visualization part of the fan and we changed it so that instead of spinning all the tiles in the wall we're increasing the spin speed of the tiles that are already spinning. We are also fading their color to white.

Observations at Nueva 4: Pictures

Here's a few pictures from our observation at Nueva. The main added feature this time was the fan.








Tuesday, March 9, 2010

Engineering Meeting....Again

Today we had another engineering meeting and made sure that everything worked as they should before our observations at Nueva tomorrow. We also implemented the dan timer into the game. The fan starts to spin for 5 seconds at specific intervals (currently every 1.5 minutes) and while it spins the tiles start to spin from left to right.

We will test this tomorrow at Nueva and see how the kids react. We can easily change the fan timer but what we are mostly interested is the kids reaction to this new interface.

Here's a few pictures from today:




The arduino and the relay switch controlling the fan

Sunday, March 7, 2010

Nueva Observation 4 on Wednesday March 10

On wednesday we are going to do our 4th and final observation at Nueva. This time we will bring the fan with us and test our new interface.

Things to look for:
1) Observe how the kids interract with the fan
2) Do the kids who are not playing sit in front of the fan waiting for it to go off?
3) Are the kids excited when the fan goes off?
4) Does the fan make the game more engaging/fun to play?
5) Try out different positions for the fan (On the side, facing the kids, on top of the projected surface)

We will also consider excluding the timer we implemented last week because of the feedback we got from the kids last week. We are also considering a toggle mode where the kids can choose if they want to just "explore" the wall or play the objective based game.

Progress on the fan idea

Today we met again to work on the fan idea. We were generally satisfied with our progress and the idea seems feasible. We managed to get the fan working through the arduino. We even got it to turn off and back on again every 5 seconds. All that's left now is to solder everything together and write the code that actually spins the tiles. We may have to reconsider how the fan affects the gameplay but what we're thinking so far is to have the fan spin at random intervals which spins all the tiles on the wall.

Here's a few pictures from today.







The awesome WIND MACHINE !!!


Thursday, March 4, 2010

Would a fan be...fun?

We are considering connecting a fan to our wind wall for our next iteration. They way we envision it right now is to have the fan blow at specific (or random) intervals and spin the tiles on the wall. We believe that this will make the wind wall more fun to play but also give a chance to the kids who are not holding a pen to also play with the wall.

Things to buy:

1) A fan
2) Relay switch
3) Extension cords

Group Meeting

Today we met with Amal. We wanted to give her an update on what changes we made to the game and also discuss about our observation results from Nueva. We also planned our next engineering meeting and decided on what we are going to work on next.

Here's a few pictures from today.


Observation Findings, 2010 March 03

At a high level, the discovery aspect of the tiles project is its strongest foundation. We found that children who approached the blank board with little or no preconception of what the application afforded were the most interesting to observe. As they grasped the basics of turning tiles, it was easy to observe the connection they made with the musical feedback the application gave. The implementation of the magic tile also instilled and encouraged a curiosity that resulted in an alternate avenue of play. Ultimately, there were two types of players--those who, upon recognizing the objective-based play the magic tile represented, spent their efforts chasing after it, and those who were content to explore the application in other ways.

In both cases, some observations that were the most salient was the lack of observation on the part of the participants. Most children did not figure out the correlation between tile height and musical tone. In fact, the question entered few of the children's minds at all in post-mortem questioning. in the build that displayed a timer to when the game ended, no player was able to recognize the connection between the timer and the magic tiles (which, when hit, extended the time remaining). Finally, the game over screen displayed when the timer depleted proved to be a downer on the experience; the "game over" term is universally understood, it would appear. Another feature tried out was that of face capture, which proved to be less popular than theorized because of the necessity to insert breaks in the tile-playing flow in order to snap photos. Also, because the photos appear when a magic tile is hit, attention lingering on the face captured photo was sparse at best, since the magic tile implementation encourages immediate redirection of attention to where the magic tile will next appear.

Finally, there seemed to be a disparity of behavior between males and females. The former group tended to be more physically active toward chasing the magic tile, and more possessive of the game as well. The most iconic example of this observation came when two girls stood by and watched quietly as two boys, each with two IR pens in hand, failed to offer either of the new girls a chance to play. In contrast, the girls were considerably more open to sharing, and it was only in the instance when the players were comprised entirely of females that a full four (actually six) participants were at the board together simultaneously. Fortunately, in most cases, we found that children were more than adequate as teachers to newcomers with regard to how the application is used. Ideally, come demonstration night, we will only have to instruct the first players on the mechanics of the tile board, and let them in turn pass on their knowledge and experience to others as the night wears on.

With respect to the final demonstration, there is some concern that the DLP set's display is higher than of that used in observations at Nueva--this may result in parts of the display being too high to reach. Also, some children were more violent with the pens than was ideal; hopefully the DLP will still be intact at the end of the final demonstration.

It is recognized that the basic advantage of abstraction and free-form is engaging to casual observers--from a distance, an approximate comprehension of the application's appeal can be gained via intuitive interpretation of how the application is being used. From here on, the primary focus of added implementation will focus on external feedback, in the interest of leaving the interface as seamless and simple as possible. The primary addition to be implemented will be a physical fan that will blow gusts of wind at the audience as the board periodically reshuffles its tiles. This event, we hope, will indicate in a subtle manner that it is time to let a new group of children approach the board.

Observation at Nueva 3 Photos

A few pictures we took at Nueva for our third observation. Game: Wind Wall (Spinning Tiles)
















Nueva Observations, 2010 March 03



Tuesday, March 2, 2010

Observation at Nueva 3 !!

Tomorrow we will have our third observation at Nueva. This time we'll try to take some pictures to if they let us.

What are we testing?
We are going to test the spinning tiles game but this time with the magic tile addition as well as improvements to the UI and the looks of the tiles.

Also we added a countdown timer on the side. When the timer goes to 0 the game is over. Players can increase the time by spinning the magic tiles that float around.

We will test to see if kids like this small time objective or if the feel that it's unnecessary and takes away from the rest of the experience. (that is making music by spinning the tiles).

Also another feature that we have and will be ready to demo tomorrow is the face capture integration with the spinning tiles. The kids can now take pictures of their faces (as many as they want) and when they spin the magic tile their face appears behind it. We will also be observing their reaction to this.

Monday, March 1, 2010

FLM video presentation

This is our video presentation


Improvement ideas for Spinning tiles

We further improved our Spinning tiles by making the tiles 3D. We also changed the color of the background of the tiles (From our observations at Nueva the kids told us that they wanted more colors)

Here's a list of ideas to further improve the spinning tiles game.

1) Fan - Global warming awareness. A thermometer on the side of the screen indicated the temperature of the planet. The more tiles spinning the temperature drops. Help the polar bears from drowning!!

2) Combine our face capture application (Which was very successful from our observations at Nueva) with the spinning tiles. We can take pictures of kids at the start or during the game and then have them appear behind "magic" tiles. The magic tiles appear randomly and if they click it their face appears behind the spinning tiles.

Sunday, February 28, 2010

Engineering Meeting






Pictures from our engineering meeting

In this meeting we made the tiles look 3D instead of plain 2D. The tiles now have depth. Also now each ir pen has a different color asoociated with it. The spinning tiles change are assigned a different color depending on which ir led pen is spinning them.
One important feature we added is the magic tile that moves around. When the user hits the magic tile more tiles around the magic tile spin. More specifically a radius of 2 tiles around the magic tile. This adds a little objective to the game which makes it a little more engaging.

Also we looked into different instruments, eg piano guitar, bottle etc

Thursday, February 25, 2010

Nueva Observation 2 Results

After testing the 4 programs we found that the puppet game and the tile game were the most popular.

We decided not to go any further with the physics game as it was also a bit confusing to the kids.

One important observation that we confirmed is the personalization feature. We found that the kids responded very well to the puppet when it had their face on it. As soon as the first kid had their puppet on the projected screen everyone wanted to do the same thing and they seemed pretty excited abuot it.

However we felt that kids in general spent more time on the tile game and the enjoyed it more than the puppet game.

From our observation we decided to incorporate the face capture into the tile game. We are still unsure how to do it but a few ideas we have is to have their face appear behind the tiles at certain intervals.

Another important point that almost all the kids made was that they felt that the tiles game lacked more colors. Also Almost all the kids agreed that the tiles should spin for more time so that they can have more tiles spinning.

Wednesday, February 24, 2010

Nueva observations today !!!

We decided to test 4 programs at Nueva today

1) The puppet with 1 movable limb and also face capture. The program starts out by having the kids take a picture of their face. Then a new puppet appears on the screen with their face.

2) The tile game. Flip the tiles to play the music

3) Physics game 1: Click on the screen to make silver particles appear on screen. Then the particles move freely around the screen. By pressing two IR-Pens a black hole is created sucking the particles in.

4) Physics game 2: Click on the screen to create nodes. The nodes are connected together with edges. The more you click the more edges/nodes appear, starting to look like a spider web. You can click on the nodes to drag the "web" around the screen.

Games we are not testing:

1) Game with objective: Find the girl by dragging the gremlin around the screen

2) Motion tween game: Point and click instead of dragging the puppet around. Click on the body then click somewhere else to move the puppet. The puppet animates while he moves to the position you clicked. We used the tween processing library to do this.

Questions to ask the kids at Nueva today


Spinning Tiles
(1) BEFORE LETTING THEM PLAY WITH THE DEMO, describe a wall of tiles that flip when you brush by them, and ask them to visualize the experience. Then let them play with the app, and ask how well the actual app reflected what they expected.
(2) Given that sounds will play with each spinning tile, was music a compelling form of feedback? Would sounds like clicks and whirs have been better?
(3) Do they wish there were more tiles?
(4) Would they prefer less tiles (i.e. like only a dozen), if each tile had a design on the back instead?
(5) More of an observation question: were the users interested in figuring out the correlation between volume/pitch and tile spin control? If the goal was to have this entertain curiosity for around 30 seconds, did it succeed?


Puppets And Stories
(1) Could the children point to a feature of the puppets that was more engaging than a normal physical doll? Does a background, or having a face on a head, connect emotionally with them?
(2) Did control of the puppet (and arms) encourage ideas for narrative or play?
(3) Taken from the two previous questions, would the users be interested in using the puppets of "them" for further activities? For example, if a magical printer could "print" out an actual doll with their face on the head, would that be interesting?

Spinning Tiles
1) What do you think should happen when you click on a tile?
2) Were the changing colors interesting? How should they respond to the tiles you're spinning?
3) Did the music make the game more fun? Did you like creating music or should we choose the music for you?
4) Did you focus more on creating shapes and patterns with the tiles or on creating interesting sounds? Why?

Physics Game 1 & 2
1) Did the games make sense?
2) How else would you want to interact with the balls and lines?
3) Can you think of ways to incorporate color, sound, animation?
4) Can you think of better ways to create black holes?
5) What should the black holes do when they capture a particle/planet?

Monday, February 22, 2010

Engineering Meeting



Puppet with face capture: This is an idea we felt that it would further improve our project. We decided to add a little bit of personalization so that kids can feel more "connected" with the puppet. They can call the puppet their own and they can tell stories from their own experiences since the puppet now has their face on it.



The game with an objective: Find the girl. This gremlin is feeling lonely. Drag the gremlin around the screen to find the girl.




Watching the screen








Wiimotes on clamps.











New idea!!!! The tile game !!! flip tiles around to play music






More tile user testing








hmmm.... Tiles or puppets??


















Coding...





And more coding...