tag:blogger.com,1999:blog-2420645541292428450.comments2016-05-11T05:56:02.677-07:00Interaction Design Methods ( ifi7156 )Mihkel "Kuumehike" Mätashttp://www.blogger.com/profile/02899810178183887469noreply@blogger.comBlogger25125tag:blogger.com,1999:blog-2420645541292428450.post-27675512778081459892016-05-11T05:56:02.677-07:002016-05-11T05:56:02.677-07:00Blood and entrails on the fourth screenshot are lo...Blood and entrails on the fourth screenshot are lovely. It would be nice to have the pig also bleeding.<br /><br />I also noticed one small consistency issue. The font on the fifth screenshot is different from the font used in the first two screenshots. The font used on the first screenshots fits better with other design elements.Hanshttps://www.blogger.com/profile/10043099755711623725noreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-57834153006318338532016-05-06T09:55:44.359-07:002016-05-06T09:55:44.359-07:00Sorry that my feedback comes so late. I have had v...Sorry that my feedback comes so late. I have had very busy weeks. This is not exactly what I was expecting for assignment 5.1.<br /><br />For this assignment I am expecting some high fidelity prototyping technique -- graphical UI prototype done in some graphics application (Illustrator, Sketch, etc) or screenshots of the actual game prototype from Unity (or other development platform ,if you use something else).<br /><br />High-fidelity prototype should already have the exact layout, typography, color scheme and graphical elements that you are planning to use in the final game. Please update this work for the final presentation.<br /><br />If you need my feedback for the prototype before presentations, we can arrange a meeting next week (Mon-Tue-Wed). E-mail me about that.Hanshttps://www.blogger.com/profile/10043099755711623725noreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-59805862842849655782016-03-17T18:37:48.116-07:002016-03-17T18:37:48.116-07:00Interactive Design being about making sure the us...<b><a href="http://www.simwave.ca/" rel="nofollow">Interactive Design</a></b> being about making sure the user s able to interact with product as if he were interacting with a polite and helpful human being. Especially thinking of service situations helps, like trying to buy something from a store with human clerks versus shopping onlinesimwave.cahttps://www.blogger.com/profile/01561196972411634955noreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-11464791052164876542016-03-01T05:19:16.334-08:002016-03-01T05:19:16.334-08:00For young people this kind of social pressure seem...For young people this kind of social pressure seems to be important, so having scores and other buzz in Facebook may help to gain new players. This is a realistic scenario, but it explains only one aspect about the game. The actual content of the game is still unclear for me after reading all four scenarios.Hanshttps://www.blogger.com/profile/10043099755711623725noreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-18360742569285877892016-03-01T05:17:05.781-08:002016-03-01T05:17:05.781-08:00I wouldn’t see myself using this kind of game when...I wouldn’t see myself using this kind of game when being stressed. Having a possibility to lock these extreme levels from other users is definitely a good idea. Still, the scenario should explain the idea of the game better. What would make blood and mutilation so addictive? Possibility to use different weapons? What is the criteria of achieving points?Hanshttps://www.blogger.com/profile/10043099755711623725noreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-8331723787078729852016-03-01T05:14:55.467-08:002016-03-01T05:14:55.467-08:00The second scenario should get into more details a...The second scenario should get into more details about the actual game. Having levels is generic feature for many games. What is the activity that Vasily does in that game?Hanshttps://www.blogger.com/profile/10043099755711623725noreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-91076882066865199232016-03-01T05:12:21.401-08:002016-03-01T05:12:21.401-08:00This scenario describes a typical setting for play...This scenario describes a typical setting for playing this kind of game. I personally wouldn’t post any game scores to Facebook, but I could see Anna doing it. Seeing friends’ activity is a nice feature in many apps, for example in Spotify. So it would be good also in a game. I personally wouldn’t create any levels but I could see myself trying out levels created by friends or people that I know.Hanshttps://www.blogger.com/profile/10043099755711623725noreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-23767943426928529002016-02-28T16:25:14.017-08:002016-02-28T16:25:14.017-08:00Why does Kaisa feel as a group leader or a trendse...Why does Kaisa feel as a group leader or a trendsetter when the game is already popular when she started, just from getting achievements? Maybe this is something she would instead feel after making her levels. Is level-building the only way to be social in the game's community? Is competitiveness the only thing she feels when she sets out to play it? Why does she feel involved enough at all to want to make her own levels? A nice scenario and somewhat believable, but raises more questions than it can answer.<br /><br />1. Only from seeing people actually enjoy it, not from actual pressure or stress, which would have an opposite result. Kaisa's situations sounds like something that would happen for real though, especially in moments of boredom.<br />2. if i knew they were interested, I probably would.<br />3. Yeah, if a game itself is engaging enough, I will feel the need to connect to its community, whether through sharing self-made things, in-game challenges or talking to/communicating in other ways with the other players. I would probably care for positive feedback quite a lot less at the start. After a while, sulking without other players comment or play these levels though would be a bummer.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-71398406524408288942016-02-28T16:06:33.626-08:002016-02-28T16:06:33.626-08:00I kind of understand Henry's situation, althou...I kind of understand Henry's situation, although I get the feeling like there could be more ways to relieve stress than just seeing the gore. Maybe Henry is the type of person who can calm down just from seeing cartoony/realistic gore and blood, personally I would be de-stressing much more from an easy puzzle game or just a very cool-looking and easy to play launching-type game. Scenario itself sounds believable enough so I am inclined to agree with Julius' comment a bit. Then again, if it helps to de-stress, I'm not really against seeing a game like this. Child-lock is very reasonable and I like that he can connect with his son about the game, though it raises the question of whether he'll want to just casually play it or really beat the high-score. Interesting scenario but could go more in-depth. It's kind of worrying on both sides because it feels like if this "3 piglets" version is something the father plays in secret, the son will just want to play it eventually as well and a lock just adds to the temptation. So maybe for that an adjustable gore would be good.<br />Maybe this game could instead/additionally have different-colored gore for different types of fantasy creatures, i.e. gnomes - rainbow/yellow, unicorns - blue, Wolf - black. This might dis-associate from the realness of the game(if that is what the player wants at all).<br /><br />1. I think I'd prefer just disabling it but then again, if there were levels of gore from very mild --> extreme, it could attract players who prefer adjustable gore. Still indifferent about it, it can just make the game ugly.<br />2. Would this include some kind of level-builder as well? Just the slingshots? I think a slingshot-style and fairy tale-based game could have an interesting solution because the levels could be built different for each type of fairytale.<br />3. Similar to point 2, if the fairytales are already different, each could have their own type of level buildup. I would personally like customization, but this could become tedious if it is made too complex. Maybe something simple to make the types of fairytales different from each other regarding gameplay.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-81566063492118137472016-02-28T15:32:33.239-08:002016-02-28T15:32:33.239-08:00Can't quite relate to this as I don't usua...Can't quite relate to this as I don't usually really care about leveling. I do think it is sort of fun in a more casual setting or if the game is really challenging. In this context it seems like there is a lot of social interaction involved in why this student wants<br />1. I think a higher challenge level would feel better to brag about, yeah.<br />2. I think I might have taken up basketball in secret as a 9-year old, just to beat my friends at their own game but probably gave up to pursue another interest.<br />3. In-person often feels better for me, but online can be stealthier. Alternately, if I'm only going to brag to one person, using a platform they don't would not really be stealthy at all.<br />4. Depends on how the system is implemented. If it's a past action, it can be kind of annoying, but if it's something to "predict" where my shot will go..... I kind of would prefer it to none. Sometimes it makes the game too easy though. In some mobile games this is like a special move or feature that can be exchanged for some special in-game currency that accumulates over a longer period of time or for real-world currency.Annihttp://anniino.wordpress.comnoreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-90198841382526089742016-02-28T15:18:52.437-08:002016-02-28T15:18:52.437-08:00*i'm sure there are good ways to implement thi...*i'm sure there are good ways to implement this feature out there. Sorry. Should not fall asleep on keyboard.Annihttp://anniino.wordpress.comnoreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-5311784194975532472016-02-28T15:15:11.447-08:002016-02-28T15:15:11.447-08:00A scenario I can relate to a lot as someone who do...A scenario I can relate to a lot as someone who doesn't get to spend as much time with their siblings anymore. I find this very well written as it is curt and gets to the emotional point of the scenario given. Maybe Anna wouldn't want to bother playing games but the situation from here seems quite casual enough to work out as a realistic situation. Seems like a nice way to connect and a good use of time in this way. Thanks, now I'll think about playing games with my siblings while at work :) <br />Having a friend list in-game is something I've always found a bit annoying, but only if it obstructs the gameplay, i.e. I''m asked to connect with friends every time i open a new session or new minigame.<br />I would LOVE to post hand-drawn comments. Absolutely. <br />I would enjoy a level co-creation system a lot if it was made usable and simple enough. something like that sounds like it could bog down the system but I'm sure there are good levels out there.Annihttp://anniino.wordpress.comnoreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-83773938144717256932016-02-28T14:41:50.917-08:002016-02-28T14:41:50.917-08:00This scenario seems sensible but I have my doubts ...This scenario seems sensible but I have my doubts about the difficulty of the game, it is stated that she reached high-scores "some time later" - the time she spent playing is unclear and what are her "high scores"? If "some time" - means less than an hour and the "high score" listed is above average of her friends who were playing the game that day/ the other day (it is unclear) - then it means that the game is too easy, even on the lower difficulty.<br /><br />1. The sense of likeness of what other people do, especially following the role of those in your close environment, has always been an apparent human behaviour phenomena. Teenagers were playing "Counter Strike" in early 2000's all around the world, even in rural areas, successfully influencing one another.<br /><br />3. Yes, creating new levels for positive feedback would be nice. It would also be satisfying to see how the player actually manages to complete it - taking the role of the spectator in person, getting his instant feedback (comments); or just spectating online - if that is possible.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-1154810406086491212016-02-28T14:10:40.027-08:002016-02-28T14:10:40.027-08:00The overall scenario is a little bit troubling, as...The overall scenario is a little bit troubling, as the father seems kinda suspicious and might have a disorder - the over exaggerated fascination of blood might be signs of something more serious - like "Hematomania" (obsession with blood) or even worse - a case of "Renfield's syndrome" aka "Clinical vampyrism" - psychiatric literature term coined by Richard L. Vanden Bergh and John F. Kelley in 1964. In conclusion, Henry should not be around children.<br /><br />1. Changing the blood ammount/colour was relevant in the 1990s when Resident Evil 2 had the option to "play around" with blood - every new/customizable addition was welcome back then. It might be fun but it is definately not relevant.<br /><br />3. Character customisation is always nice, but if you mean creating your own characters (graphics and story) then It might be fun, but I can imagine some problems trying to execute it, let alone the time-consuming work needed for the editor, which would disclaim the purpose of this "pick up & play" type of game.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-14762371355736002242016-02-28T13:17:02.960-08:002016-02-28T13:17:02.960-08:00"Bragging" about some kind of gamescore/..."Bragging" about some kind of gamescore/ game achievements is sometimes fun and I do not consider it morally wrong like it is considered in a real-life context - a very wrong phenomena. Making an "insane" stunt video in "Grand Theft Auto" or a very high score in "Flappy Bird"; and later sharing them/ whether in real life or in social media is usually a fun process - this kind of Digital gaming competence is considered healthy and normal. Only In PRO (eSports) context, competitiveness can rise to a level where human-behaviour is prone to high-arousal experiences with lots of emotions triggered. I'm thinking a higher difficulty level can be a good idea for your game.<br /><br />You didn't specify which kind of "Ghosting" are you talking about, if you mean about other players joining your game and giving you insights - then "generally" it is considered cheating and unacceptable, especially in competitive online games, in your game - I do not even see why it would be beneficial or even interesting for guest player to join a slingshot game and try to point out the direction for the projectile.<br /><br />If you are talking about the computer-generated "Ghosting" where your "ghost" is showing your "previous" actions, then in these type of games ("Slingshot") it seems like very bad idea to implement also. This "Ghosting" works mostly in racing games because the game scene is generated with a lot of distance required to travel, involving a lot of fast-paced manoeuvring; and usually includes a substantial free-space for player movement. You should not consider implementing any type of this "assist" into your game.<br /><br />P.S. I remember "Splinter Cell Conviction" had a quite "neat" "Ghosting" system implemented, where a player could leave his/hers contours, which were perceived as the "last seen location" by the enemy, giving room and time for tactical planning - it was truly a fun experience.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-87522144359841668842016-02-28T12:41:14.091-08:002016-02-28T12:41:14.091-08:00This scenario appears to me not very realistic, be...This scenario appears to me not very realistic, because it's hard to imagine a bored senior sister that would bother playing the games that her younger sibling has made for her friends. It's more likely that the Anna would consider it infantile and would rather continue to "mindlessly browse online shops". It also doesn't seem that the bond between two sisters could be that strong, mostly people in such cases don't appreciate close relationships with their siblings. <br />For a game that encourages social behavior a friend list is a must, though some separate list could be replaced with existing social networks circles. Hand drawn comments would be nice if the game for example fosters intense competition - they maybe could serve a similar role in game as player gestures/poses in 3D action games like Quake or Unreal. <br />Co-creation doesn't seem feasible to me without thorough details on how the remote collaboration will be implemented. Anonymoushttps://www.blogger.com/profile/13558024939840421632noreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-57621913049290585102016-02-28T12:24:13.144-08:002016-02-28T12:24:13.144-08:00The scenario is a bit too short to give strong est...The scenario is a bit too short to give strong estimates but yes it looks like the same thing happens every day with some schoolboys, kids love to brag. Practicing a skill to get more envy when finally showing off is a realistic behavior (though bragging may give less satisfaction in the end than you'd expect beating those monsters all night long). <br /><br />I'd prefer to brag in personal only with the closest circle of my friends, other times choosing to brag online (and I don't normally brag very often, but kids is another case). <br />From my gaming experience ghosting is helpful only when there's a certain moment in game where you don't know how to conduct a car stunt, for example. Constant ghosting annoys and is surely must be optional.Anonymoushttps://www.blogger.com/profile/13558024939840421632noreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-90982780421185383932016-02-28T11:13:24.086-08:002016-02-28T11:13:24.086-08:00In mobile gaming, friend lists and scoreboards are...In mobile gaming, friend lists and scoreboards are already implemented into these so-called "Game Hubs" titled "Google Play Games" (Android) and "Game Center" (iOS). Separate friend-lists seem to work only for MMORPG titles. I do not think this system is much needed in mobile games.<br /><br />Level creation tools are really fun. I remember creating my first ones for WORMS 2 using it's level editor on WINDOWS 98 machine. Unfortunately, I do not own a Wii-U to play "Mario Maker".<br /><br />Implementing a co-creation system should be a very thoroughly planned decision, as in real life, intervention into an individual's creative work/space can be a very sensitive matter. I could only see this working like it does for multiple DJ's playing together - using a turn-based method.<br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-27355569712311091742016-02-28T11:12:23.779-08:002016-02-28T11:12:23.779-08:00This scenario is quite realistic, because it invok...This scenario is quite realistic, because it invokes emotions that are so familiar to each of us after having a full load of job gore. The fact that an adult uses his kid's tablet is actually frequent, at least I know some people who bought the tablets for the children and at some point took full possession of them, to an obvious displeasure of a kid. <br />Having a multidimensional experience for different audience is cool. However, the game should stay very simple in terms of story, gameplay and other components, because otherwise it may repel the youngest age. The password for the goriest option is a nice touch. However if it's not locked automatically after the tablet is left alone, adults would find that their kids play around with some blood and mutilation very soon.<br />Having some personalization mechanism would be nice, however, it seems that it doesn't go well with the set of games based on existing characters. It's either you use familiar characters or create your own, it seems unlikely for me that people would choose to create a personalized character when there's a Snow White here.Anonymoushttps://www.blogger.com/profile/13558024939840421632noreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-10925078276191660892016-02-28T10:49:08.956-08:002016-02-28T10:49:08.956-08:00The initiation of the scenario looks real, it'...The initiation of the scenario looks real, it's quite possible that something like that would happen with a couple of my friends (not me though). A bit unrealistic is that Kaisa got some achievements right away but with an intense system of encouragements it's still quite possible that she would feel an urge to share her scores that early. <br />It feels that it should be very easy to create new levels and the game should be very reminding about the new levels creation to conform to this scenario. <br />I also think that one should be a heck of a social beast to think of gaining new friends via a game, but it could be like that, though with not a majority of people. <br />The unclear moment in the scenario is maybe that we don't know anything about the community mentioned in the end. Is it Facebook community, is the game that popular? Or it's an ingame- or some forum community? It seems a bit not realistic that her levels (not achievements) would get a lot of likes in Facebook because it's a such a general interest network that people would most likely feel alienated to another gaming freak filling their stream with custom levels for some game.Anonymoushttps://www.blogger.com/profile/13558024939840421632noreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-18065185983144084572016-02-28T09:56:05.667-08:002016-02-28T09:56:05.667-08:00Really difficult to answer these scenario question...Really difficult to answer these scenario questions as I am not playing any games actively and I am not really this kind of person, but I think I have practiced secretly some things to later brag in front of others. I think it doesn’t work only in virtual world that way, but in the physical world as well. I “prefer” bragging in person rather than in social network, I think it’s not very nice way to get attention or satisfaction, but I guess everybody do it in one way or another.Jaak Ritsohttp://blog.jaakritso.comnoreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-79006248756447137192016-02-28T09:54:43.709-08:002016-02-28T09:54:43.709-08:00I think having a friend list in-game works well, m...I think having a friend list in-game works well, more social, feels more like playing board games or doing something together similarly like Anna felt after playing her sisters levels.<br />Don’t know about Mario Maker and typically don’t care about “hand drawing” features in any software. I think MSN had this feature in the later versions, but I rarely used it.<br />I think co-creation would be fun, also it would be much more social activity.Jaak Ritsohttp://blog.jaakritso.comnoreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-13538434507850374872016-02-28T09:48:07.702-08:002016-02-28T09:48:07.702-08:00The option for extra blood and gore seems cool. Wo...The option for extra blood and gore seems cool. Would be like the default version is regular one and you can enable the extra stuff or the other-way around? Anyway, the idea that your child plays the same game as you, but in different focus on how to engage the user is cool, so the answer to the question is yes, I would.<br />I would first try to avoid children from playing with tablets or other similar devices (or at least limit it), but as it is probably difficult nowadays, then of course making my son/daughter happy would be my goal. Also not showing them too much violent games/cartoons seems like a way to go.<br />I would enjoy designing my own character, it would be one way of expressing myself in the game.Jaak Ritsohttp://blog.jaakritso.comnoreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-7097028362750240162016-02-28T09:44:36.648-08:002016-02-28T09:44:36.648-08:00This comment has been removed by the author.Jaagihttps://www.blogger.com/profile/06230834285521281467noreply@blogger.comtag:blogger.com,1999:blog-2420645541292428450.post-69517384044338373142016-02-28T09:43:58.579-08:002016-02-28T09:43:58.579-08:00The scenario is quite realistic, especially the wa...The scenario is quite realistic, especially the way Kaisa found the game - I guess the “beating others score” feels like a challenge.<br />I, myself, am not very much into gaming, but occasionally I might try something out for a short period if my close friends are talking about it in social networks. Then again, there are lots of games that are occupying my feed and my notification bar in Facebook - like FarmVille or similar annoying games. So, I guess, if the “pressure” comes by close friends then I might break and try the game, but if the inviters/sharers are someone who I barely talk, then I probably would ignore it.<br />I wouldn’t share my high-scores as I typically don’t share anything :) But if I would be really engaged and the game would be so dope that I really would like to call out my friends to participate then, maybe?.<br />I would probably start making new levels only to try out how it works. But probably not for getting feedback.Jaak Ritsohttp://blog.jaakritso.comnoreply@blogger.com