Low-fidelity Prototyping for Location-based, Social Games
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Transcript of Low-fidelity Prototyping for Location-based, Social Games
Low Fidelity Prototyping for Location-based, Social Games
Anne Bowser, Yurong He, Derek Hansen, Dana Rotman, Jenny
Preece
CSCW 2012: Mixed Reality Games Workshop
The PLACE Approach: Prototyping Location, Activities, & Collective
Experience
A scalable approach for prototyping location-based, social games and apps
Why is PLACE needed?
Many apps,few prototypingapproaches
Geocaching: A real-life treasure hunt
Floracaching: Geocaching for citizen scientists
We use PLACE to prototype Floracaching
Find Floracache
s
VisitFloracache
sScan QR Codes
Complete Activities
Earn Badges
Location SocialExperience
Activities Time
Problem Space: Condense and Represent
Small scale session
Scale up
Co-design basics: The mapSign Up
Recruitment, Social sharing, Serendipitous discovery
Co-design basics: The mapChoose Activities
After an introduction, participants choose what they want to do
18
15
20
4
Co-design basics: The map
Elevator
Lounge
Find Floracaches
First a classroom, than a campus wide activity
Co-design basics: The mapVisit Floracaches
Players visit real things
Get feedback, scale up
Start small, scale up, and let the users choose.
Recap
The PLACE Approach: Prototyping Location,
Activities, & Collective Experience
1. Low-fidelity prototypes should not be polished
2. Activities > Interfaces
3. Start small, scale up
4. Testing should be done in the field
5. Respect authentic social experience
PLACE Principles
And thanks to Ryan Gamett, Jocelyn Raphael, and Matthew Reid
Thank you!
Questions?