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Design for Results: Considerations for experimental
prototyping and play testing using iterative game design
Mirjam P Eladhari
Elina M.I. Ollila
Overview
• Motivation
• Prototypes
• Play-tests
• Obtaining Data
• Discussion
Motivation
• Toolbox
• Discussion
• Scope
navigational aid in the wicked problem-space of game design
‘if game studies is limited to analysing existing games and design spaces, it can be problematic to imagine or theorise about potential game features outside of these design spaces. Models about the nature of games and their features run the risk of being incomplete or wrong, simply because certain design spaces have not yet been explored”
Prototypes
a prototype is anything that can be interacted with and demonstrate how a system works. Also, the prototypes are usually disposable
• Prototyping by acting and showing
• Paper or physical prototypes
• Computationally aided physical prototypes (please suggest a better term! )
• Software Prototypes
Obtaining Data
Example of a Production Cycle
(for a digital prototype)1. consideration of type of prototypes needed depending on research
question;
2. early design (design process continuing throughout iteration cycles) -- body storming, video scenarios;
3. collect feedback, redesign;
4. physical/mixed prototyping and scenario design;
5. play test;
6. data analysis;
7. interpretation and potential dissemination;
8. reiteration of design for software prototype;
9. implementation of software prototype;
10. quality assurance of prototype;
11. design of test scenarios;
12. play test;
13. data analysis;
14. interpretation and potential dissemination.
POINT
Feedback/ Discussion
• Group xp of:
• Prototypes
• Play-tests
• Obtaining Data
• What did we miss?
• Opinions? Ideas?
END
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