Two projects
by Sneve Martinussen
P1. Game Design as a tool for research and development of physical interactions.
The game is a standard online rpg system. The player explores the story through physical and digital experience in the city. Your game character is part real (yourself) and virtual/avatar. Tasks are given by mail and can be solved in the real world. But they focus on how to tell a story without paying too much attention to, or spend time in front of the computer or working to solve the tasks.
They borrow from classic adventure games (sierra etc.), strategy games (turn based), classic rpg's(diablo), live rpg (time consuming, but funny; stalking, research, "killing").
(The concept) is to capture time in the "Sunday stroll" to give the users the time to participate.
The Plot: Alien invasion, the character looks like an octopus. They shopped around for new age/conspiracy online and used parts to form the plot. The physical avatar was built with sensors and data loggers(ibutton) to issue and store information.
The concept prototype communicated through their website as a blog. And the communication was through Word templates with polite business style (witch is fun to use when communicating an alien invasion).
Conclution: The project required working on a lot of different platforms (i guess time consuming), and the result looks big, but it's all a facade for testing the concept.
P2. Bowl
Token based mediaplayer for kids.
Projects for the home: Complex, but simple. As opposed for typical research projects that ar complex, and advanced.
Put tokens into a bowl to change the content on the tv. Research involved token design, bowl design and technical platform.
It is interesting to see how this combines play and tv watching.
The method for designers to develop more technical stuff that works the fastest is hacking together from several sources in stead of using dev. tools from scratch.
The key to this projects success is the simplicity in the concept.
P1. Game Design as a tool for research and development of physical interactions.
The game is a standard online rpg system. The player explores the story through physical and digital experience in the city. Your game character is part real (yourself) and virtual/avatar. Tasks are given by mail and can be solved in the real world. But they focus on how to tell a story without paying too much attention to, or spend time in front of the computer or working to solve the tasks.
They borrow from classic adventure games (sierra etc.), strategy games (turn based), classic rpg's(diablo), live rpg (time consuming, but funny; stalking, research, "killing").
(The concept) is to capture time in the "Sunday stroll" to give the users the time to participate.
The Plot: Alien invasion, the character looks like an octopus. They shopped around for new age/conspiracy online and used parts to form the plot. The physical avatar was built with sensors and data loggers(ibutton) to issue and store information.
The concept prototype communicated through their website as a blog. And the communication was through Word templates with polite business style (witch is fun to use when communicating an alien invasion).
Conclution: The project required working on a lot of different platforms (i guess time consuming), and the result looks big, but it's all a facade for testing the concept.
P2. Bowl
Token based mediaplayer for kids.
Projects for the home: Complex, but simple. As opposed for typical research projects that ar complex, and advanced.
Put tokens into a bowl to change the content on the tv. Research involved token design, bowl design and technical platform.
It is interesting to see how this combines play and tv watching.
The method for designers to develop more technical stuff that works the fastest is hacking together from several sources in stead of using dev. tools from scratch.
The key to this projects success is the simplicity in the concept.
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