Review
Summary of:
Our Concept
We chose to base our project around the notion of "being childish". Once you become an adult it is no longer deemed acceptable to act "childish".
We wanted to create a game that acts as a form of stress relief for office workers by encouraging them to act in a playful way. The aim was to create an experience that allows adults to escape the worries and stresses of responsibility for even a small amount of time so they can have some fun and recharge for whatever the rest of the day might entail.
The idea
The final idea was to have a cubed room containing a game that can be transported to different offices. This will be as simple as possible with only a high score at the entrance to build curiosity and tempt people to take part. Once inside the room a countdown from 10 seconds will appear and then lights would start to emerge on the walls that the people would then have to tap as fast as possible to accumulate a score.
Review
At the beginning of the project we struggled to get an idea as the whole concept of designing a large scale interactive environment seemed quite overwhelming. However once we experimented with how technology and coding could be used in the makey-makey session, our idea to make an interactive game quickly developed from there.
In the reviews it became evident that we had a lot to work on in terms of refining the idea and making the execution of the concept coherent. Perhaps the biggest problem we came across was the possibility of the competitive side of the game becoming stressful and overpowering the purpose of the fun and physical side of it being a stress reliever. We came up with some ways we could limit this including colours within the game that can have calming affects on the players. However with more time and development this is something we could have considered further, finding more strategies of combating the stressful side of competition.
The group work wasn't really an issue for us as we would arrange times in the week so we could meet and distribute tasks fairly. That way we could make sure that no one person in the group became overloaded with responsibility. We also had a group chat so that we could contact each other easily and discuss any ideas that came up whilst we weren't together.
If we had more time and were to take the project further it would have been nice to test the prototype by making it on a bigger scale so that we could see how people interacted with it and how the appropriate technologies might work.
Overall I am pleased with the end proposal and I think it has given us a good basis for such a project if we were to develop it in the future. It has been a good experience, not only has it opened our eyes to different technologies we could use in our work but it also taught us how to work together in a group, preparing us for similar scenarios in the future.
Our Concept
We chose to base our project around the notion of "being childish". Once you become an adult it is no longer deemed acceptable to act "childish".
We wanted to create a game that acts as a form of stress relief for office workers by encouraging them to act in a playful way. The aim was to create an experience that allows adults to escape the worries and stresses of responsibility for even a small amount of time so they can have some fun and recharge for whatever the rest of the day might entail.
The idea
The final idea was to have a cubed room containing a game that can be transported to different offices. This will be as simple as possible with only a high score at the entrance to build curiosity and tempt people to take part. Once inside the room a countdown from 10 seconds will appear and then lights would start to emerge on the walls that the people would then have to tap as fast as possible to accumulate a score.
Review
At the beginning of the project we struggled to get an idea as the whole concept of designing a large scale interactive environment seemed quite overwhelming. However once we experimented with how technology and coding could be used in the makey-makey session, our idea to make an interactive game quickly developed from there.
In the reviews it became evident that we had a lot to work on in terms of refining the idea and making the execution of the concept coherent. Perhaps the biggest problem we came across was the possibility of the competitive side of the game becoming stressful and overpowering the purpose of the fun and physical side of it being a stress reliever. We came up with some ways we could limit this including colours within the game that can have calming affects on the players. However with more time and development this is something we could have considered further, finding more strategies of combating the stressful side of competition.
The group work wasn't really an issue for us as we would arrange times in the week so we could meet and distribute tasks fairly. That way we could make sure that no one person in the group became overloaded with responsibility. We also had a group chat so that we could contact each other easily and discuss any ideas that came up whilst we weren't together.
If we had more time and were to take the project further it would have been nice to test the prototype by making it on a bigger scale so that we could see how people interacted with it and how the appropriate technologies might work.
Overall I am pleased with the end proposal and I think it has given us a good basis for such a project if we were to develop it in the future. It has been a good experience, not only has it opened our eyes to different technologies we could use in our work but it also taught us how to work together in a group, preparing us for similar scenarios in the future.
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