Posted in Uncategorized

Week 15: Tool polished and prepared for final

This week we can’t do major changes. The programmers and UI designer worked on making the tool more polished. We showed it to our client and they think it’s easy to understand. The puzzles are all finished. We planned to do the handoff this Friday, however we have the open house event and also there’s more time we need to prepare the final and thus we reschedule it. Hopefully we can do it next week!

As for the finals, we’re working on the content and also rehearsal to make the presentation smooth. It will be our final final presentation so we want to do it well!

 

Posted in Uncategorized

Week 14: Softs and wrap up!

This week we have our soft opening. We got great feedback from faculty. We tried to tell the story in a more themed way and it was a success.

Our programmers are finalizing the tool and web app. For the web app we worked on mobile version first. This week we also worked on the desktop version.

Our game designer finalized everything about the ARG. Story, text, puzzles, activities, and flow. We’re also planning to head to our client and thus finished a facilitation document on how to run the experience. We did internal testing – both as the librarians and the teens. There are some parts that are confusing and we thus changed them.

We’re also working on the outline for our final presentation. Hopefully can get it done as early as possible.

Posted in Uncategorized

Week 13: Complete all the puzzles and more playtesting

This week our game designer completed all puzzles and began work on hand-off documentation. He also finished text for the story. We also playtested puzzles at high-school and made adjustments based on feedback.

For the tool, we got feedback from faculty that it would be good to test with librarians. Considering the accessibility to our client, we then decided to reach out to the school librarians. We got the chance to talk to Jill, who is the librarian at Hunt. We tested the tool with her and also share our process. She gave us some great feedback for iterations. Some are out of scope, like having the tool to be themed as the puzzle stories. She is quite positive about our progress!

We’re also working on collecting stock images for future instagram promotion. Since it will be spoiler if we put too much story, mostly the content will be the initial story. The purpose of the postings are triggering teens who haven’t tried the puzzles to try.

We also prepare for softs. Our programmers worked hard on finishing the features and be able to demo next week.

Posted in Uncategorized

Week 12: Field trip to Elizabeth Forward, more puzzle prototypes

This week we went to Elizabeth Forward to learn more about their media center. It was a blast!

We learned the progress they’ve made, and it was a great experience to see how teens are happy and relaxed in the space they own. We then collected the images and wrote down our notes about how our clients can make the space better.

This week we also went to visit the marketing manager in Carnegie Library to learn their  marketing strategies on teens. Below are our main takeaway:

  • Teens also need to own space on social media. The importance of teen generated content -> ipad passing around libraries.
  • Make the account authentic.
  • Shy away from events promotion. Teens are sensitive
  • The target audience is not necessary only teens. It could also be parents and educators – who can spread out the information.
  • When it comes to creating a new account, the traditional marketing strategies work best. Advertising online and flyers in library.  

Other than the research, we also worked on the puzzle iterations and tool development. Next week we will have our playtest in the library so we were also working on it.

Posted in Uncategorized

Week 11: Iterations for puzzles, Playtest Day

This week we had a internal usability testing for our game customization tool. Our UI designer worked on the usability testing plan. It is really helpful to get feedback on the overall flow. There’s some key takeaways:

  1. There will only be 1 person editing on 1 puzzle.
  2. Some terms could be confusing(ex. story, node, template)
  3. User should be able to have different work flow – either to work on the flow first, or work on individual puzzle
  4. The display of the flows can be complicated.
  5. The flow and the editor page should stay together.  

Our future design will be iterated based on these findings.

As for the ARG puzzle game, our game designer finished up 2 new Puzzles and started work on the story framework. He also worked on the setting and planning for the Playtest day on the weekend.

 

Posted in Uncategorized

Week 10: Halves presentation, review progress and carry-on

This week we have our halves presentation on Monday. It’s so great that our clients, Kathy and Joe, joined us.

For our presentation, we got some great questions and feedback. For example, for the extendability of this puzzle game, teens can be the best source for the libraries to further create more puzzles. We would further come up with plans for all the feedback

As for the initial hook plan, we did research on other library teen accounts. Our UI designer discussed with our game designer to come up with the material for instagram ad posting. We think it could be a good way to approach the teens in Ashtabula, Ohio. Our UI designer used squarespace to quickly create a website for testing. Basically telling the intro story and having one puzzle on the website.

We had this instagram set up and run starting from saturday night to sunday night. We’ll see how it goes next week!

As for our ARG games, our game designer created 2 new puzzles this week. We are also ready for our playtest this weekend!

Posted in Uncategorized

Week 9: Interface, Prototype #3, Preparing for Halves Presentation

Part of our team were out for GDC2018 this week. The remaining members at Pittsburgh worked to improve our interface, made new iterations, and prepared for next week’s mid-semester presentation (a.k.a. halves).

Realizing the game customization tool must meet high usability standards, we improved on the basic interface prototype which the programmers have been working on. Our UI designer had an in-depth discussion with our game designer and programmers, starting to produce a brand new mock up for the tool interface with the goal of balancing function and simplicity.

We also visited Edgewood High School in Ashtabula again to playtest our newest prototype #3. This version features so far the most teen “curated” themes, based on the interests we learned from them. For instance, one of the puzzle requires recognizing some of the trendiest young youtubers. It might prove challenging to people of a different generation — such as ourselves. Haha. But perhaps the most shining feature of this iteration is a story behind the puzzles, about a fictional mystery surrounding an old reactive metal plant from actual Ashtabula local history. Our design did careful research to piece together this narrative, hoping to both appeal to the teens and stay relevant to the community where they come from. The result of the playtest showed consistent correlation between difficulty of puzzles and the motivation they generated in teens. The current adjusted challenge curve seemed to work better than before. However, we still had a lot to do with “hooks”. Analytics showed that the some playtesters landed on the website but they didn’t proceed.

Playtesting feedback also pointed to the currently crude look of our online puzzles. To address this, we began to redesign the look of our puzzle website and rethink how to streamline the interaction so that it will be consistent and intuitive for both the players and librarians who will be customizing these web pages in the future.

Posted in Design, Playtesting, Tech

Week 8: Teens’ Interests, Prototypes, and Platform Building

Last week we visited Edgewood High School in Ashtabula to meet some of our target age teens and asked them what their interests were. Of course, we didn’t go straight ahead and interviewed them one-by-one. Rather, the information was gathered through a series of improv mini games. We did this to encourage them to feel more comfortable and to open up. The kids wrote down on stick notes things, topics, or characters that they relate to, and we enjoyed some other activities such as making a short cartoon in groups then sharing with everyone. The information we gathered would be instrumental in helping to designing the puzzle. We spent a lot of efforts organizing this list and trying to understand some of the things even we never heard of. Video games and Youtube seemed to be two of the biggest sources of fun and entertainment. Naturally, they also wrote down other “interesting stuff” such as their friends’ names. It’s like our point: teens will be teens.

Since last week, we have started to develop our ARG(Alternative Reality Game) puzzle prototypes. The first prototype was built around a fictional mystery surrounding ETC. The player will be required to break some color coded messages, binary/ASCII puzzles, and some word puzzles which pointed to different locations in ETC’s building where you could find further clues. We tested this with some faculty and students. The reactions were uneven. The level of challenge and engagement felt varied from person to person. But harder puzzles generally produced more satisfaction once solved. Based on the feedback, we tweaked the difficulty and subject matter of the puzzles, removing the ones people failed to grasp, and ensuring the challenge curve start low.

Our second prototype started with a relatively simple cryptogram as the first puzzle. Then it led to a QR code which brought the player to another location based puzzle. The final puzzle implemented some topics of interests we learned from the teens, such as pop music and make-up. Unfortunately we experienced several unforeseen technical glitches. This mishap alerted us that we needed to be more thorough in testing the puzzle on different platforms.

Speaking of platforms, we are moving towards a web-based system, where each puzzle in the whole narrative will require typing in the solution online in order to advance to the next puzzle. This makes it easier to control the check points in the puzzle progression and monitor how users are doing in regards to success rate, time consumed, etc.

The digital part of our deliverables include the website that hosts the puzzles and a customization tool that allows librarians to control and remake puzzles. The aim is to make our puzzle system extensible for future usage. In recent weeks, our programming team have been investigating potential tech solutions for our digital platform. For the back end, we settled on Google Cloud Platform to host our server and store our database. For the front end, we looked at jsPlum – a JavaScript library for web, as well as Unity3D. After comparing their respective advantages/disadvantages and our programmers’ personal strength, we decided on going with Unity3D to build our front end.

Posted in Design, Project Milestones

Week 7: The Pivot

This week, we made an important pivot in the direction of the project. The feedback from the faculty promoted us careful reflect upon our scope and priorities. Here is a list of the key changes:

  1. Redefining objective: Previously, our objective is to teach teens how to use library resources. After realizing that doing so will not guarantee sustainable motivation for teens to keep coming back to the libraries, we knew the old objective was not sufficient. The redefined object is to help libraries attract and retain teen patrons. It is broader umbrella definition, but it more accurately reflect our real purpose. This shift also means that we need to be more comprehensive in our problem-solving approach, instead of hoping the Alternate Reality Game to do the heavy lifting.
  2. Elevate research effort to 50% of project: We realized that we needed a lot more data than what we had to provide substantial grounds for our deliverables. There is also a considerable amount of existing works out there which, if properly compiled, can be very informative and helpful to our clients. It is our acknowledgement that the scope of our project is inherently limited in its long-term impacts. In order to truly build a meaningful, lasting relationship between the libraries and teens, a lot of the changes need to happen over time, in location, with continued efforts from the library staff. In light of this, our research’s aim is precisely to supply our clients with the information and ideas they need to implement these long-term changes.
  3. No long using micro:bit: The decision to let go out this technology came down to two reasons. For one, we were unfamiliar with this technology, and while we could look into how to meaningfully, effectively incorporate this technology into our experience, finding that answer was not really the goal of our project. The feeling among the team and our instructors was that we shouldn’t be “designing for the technology”. The second reason was that incorporating micro:bit would add an extra layer of design complexity that our designer deem unnecessary. Once again, we were grateful for the help and support from ETC Educational Network Coordinator John Balash. But unfortunately, sometimes we have to let a cool idea go due to the demands of the project.

So what is the structure of our project now? It will be 50% Alternate Reality Game and 50% Research + Paper.

Posted in Design, Playtesting

Week 6: Meeting Target Audience, Playtest, Facing Our Challenges

BY MAI AO

This week we finally got to meet with some of our target audience, a group of 12-15 year old library users. The 2-hour driving distance and scheduling difficulty did not make it easy for this meeting to happen. But here we were, at Kingsville Library, one of our six client libraries.

 

After some ice-breakers, we did a drawing exercise with the kids. “NASA has a new initiative to build a library on Mars. Because it is going to be on Mars, the people that will be able to use it will be your age when it is ready. Help us design the Martian Library as the coolest, most fun place that you would come to.” They came up with a very modern and accommodating floor plan design that featured everything from historical artifacts room to 3D printing center, a mini build-your-own garden to “a happy place”. Do not dismiss this as mere doodles! This fun-filled drawing actually could tell us a lot about what kids really wanted from a library. After the drawing exercise, we also did an word association game to see what 12-15 year olds thought of when they heard the word library.

This week we also had the 1/4 sit-downs with three members of our faculty: Jessica Hammer, Dave Culyba, Ruth Comley. They each spent an hour in our project room to give us in-depth feedback based on our needs. Addressing our needs to attract teens to the library, Jess immediately pointed out the core of the issue was building a relationship between teens and the adults and staff at libraries. We must make the teens feel welcome there and not judged upon. This meant revolutionizing the expectations of that space for both the young and the adults. She suggested that we should strive to understand teens’ aspirations and emotional needs. They will want to feel a sense of recognition and accomplishment from their participation. They have values they could offer to the library. Maybe there are even a way to develop their leadership role from this?

Dave emphasized the importance of research and data. As the problem we are dealing with is a nationwide issue, and the need of our client is likely not an unique case, we must discover what the most plausible strategy is based on the data. There must be continuing efforts to seek expert advice, existing researches, in order to build our decisions on solid grounds, and not our own imagination. The fruit of this extensive research would be very valuable to our client librarians.

Ruth charted out some interesting ways we could implement our ARG. She highlighted the idea of building a persistent link from game play to real life. The effectiveness of the game play would rest on its ability to mimic real life while being self-contained in the game narrative. We should consider what kind of subjects would attract the kids, and then wrap an intriguing story around it. Mysteries and spy stories, as narrative formats, have high likelihood of success. We could even potentially have branching narratives to accommodate diverse interests.

On February 22, we brought one of our micro:bit prototype games to Carnegie Science Center’s Engineer the Future event. Our prototype was a puzzle game that required the player to press a Left and a Right button on the micro:bit 8 times in the correct sequence to unlock a heart shape. The players were given one of many clues that would point them to the correct sequence. However, deciphering the clue was not so easy. Would you like to give it a try? This is one of the clues: CXEUMNBO.

We found the puzzle having a wide appeal to both children and adults, but it could be a bit difficult to younger kids. The replayability was also extendable as each different clue would make you want to try it all over again. It seemed that micro:bit could indeed be a fun game puzzle piece to have. But should we or should we not keep investing into this device? Could we actually avoid shoehorning a technology into an experience design? Would doing so lead us to deviate from our real objective? We ended this week with mounting pressure to answer these questions.

 

 

The answer to the puzzle above is: LLRRLLLR.