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Video prototyping For your game concept

Video prototyping For your game concept. Roots? Which industry?. ……………………. Why does the car industry use prototypes?. ?. For whom?. Translate this to your business game development. What? Why? For whom?. Prototyping. Techniques for developing ideas and visions – combine them

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Video prototyping For your game concept

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  1. Video prototyping For your game concept

  2. Roots? Which industry? • ……………………

  3. Why does the car industry use prototypes? ?

  4. For whom?

  5. Translate this to your business game development • What? • Why? • For whom?

  6. Prototyping Techniques for developing ideas and visions – combine them Communication tool that supports interaction and reflection Participatory design Active user involvement Users to focus on the task to be solved

  7. Philosophy To visualise visions and ideas in order to get qualified feedback from the user Objectives: To create and expand a room of design for games – (software) systems. To consider new possibilities and directions To get a common language

  8. Prototyping: definitions Prototypes are experimental and incomplete designs which are relatively cheap and fast developed Prototyping is the process of developing prototypes

  9. Different kinds of prototypes Low-Fidelity Paperbased-working models Video prototypes Computer-based full functional simulation High-Fidelity

  10. LO-FI example Muck-up

  11. LO-FI • Building prototypes on paper. • Construct models, not illustrations

  12. Lo-fi prototyes: Storyboards Storyboards - key frames showing particular points in the interaction Disposable pump usage

  13. Lo-fi prototyes: Storyboards Storyboards/Tutorials/Manuals Manuals - storyboards set within textual explanations- people often read manuals of competing products to check: interface/functionality/match to task

  14. LO-FI steps • Carefully plan doing Lo-Fi prototyping • Assemble a Kit • Set a deadline for the test session • ….. • Prepare for test • Select your user • Prepare test scenarios for typical work situations and have them reviewed • Practice the session

  15. LO-FI steps 3. Conduct the test • Get ready • Run the test meaning play the roles (rotate during the tests) • Greeter • Facilitator • Computer • Observers • Debrief for ten minutes 4. Evaluate results

  16. Outputs Muckups (LO-FI): Use-and-throw-away prototypes. The number depends on the number of selected ideas E.g. to be used as a basis for requirements specification

  17. Benefits Why? concrete experience instead of talk Relatively fast and cheap to develop Simple and easy to understand Can be modified with simple tools: pen, scissors, glue, …. Also by the users It’s fun !

  18. Video prototyping Project: Interactive Post-it notes Mackay is one of the experts in the area and has written different articles about video prototyping E.g. ’A technique for developing hypermedia systems’

  19. Why a video prototype? • Computer prototypes offer a relatively inexpensive way to visualizeat least parts of future systems, but may fail to communicate the overall feel of a new user experience, either because key hardware that will support the new system simply does not exist, or because of the difficulty of creating a fluid, interactive mock-up of a large system. • Film or video enables one to build the ultimate demo out of pure "unobtanium." Gone are hardware limitations and computer artifacts. Everything works perfectly, no matter how many times the spectator looks at the tape, and messages, both subtle and explicit can move the user toward any conclusions the film maker had in mind. These are both the advantage and curse of video prototyping.

  20. Examples effective-video-examples-of-paper-prototyping

  21. Video Prototyping - steps Plan and set the scene Observation and interview 3. Analyse data 4. Brainstorm ideas 5. Design +videotape a design scenario 6. Critical walkthrough

  22. 1. Plan and set the scene • Deadlines etc. • Assemble a kit: • Video recorder, mobile phone camera, … • Paper, cardboards, transparencies, post-it notes • Colored pens, whiteboards…..

  23. 2. Observation and interview • Critical incident technique • Recalling a specific time • Life cycle of….. • Post-it: electronic version? • Mobile phone call (Sweden) • Videotaping can be done • Interview/observe 10-15 minutes each person

  24. 3. Analyse data • Elaborate on the results from the observation • Make use scenarios

  25. 4. Brainstorm ideas • To get one good idea – get many ! • Everyone suggests ideas to design • It is forbidden to criticize the ideas in this phase • Ideas need not to be defended in this phase • A reporter writes down all ideas (visible for everyone) • A facilitator makes sure that everybody is active and rules arerespected • Everyone gets at least one idea that is really crazy – without telling the others which it is.

  26. 4. Brainstorm ideas - continued • Evaluation of ideas: • Unclear ideas are explained • Voting: which ideas should we continue with ? • Every person has got 3 votes • The ideas with the highest number of votes are discussed • Videotaping -> easy to recall. • About 1-2 hours

  27. 5. Design + videotape a design scenario • Usually begins on paper • Follow the guidelines: • Title card, roles, storyboard (sequence of sketches like acomic) • Make at least one test shot • Do the actual take in real surroundings • Think before you shoot – editing time consuming • Keep track of takings • Ethical guidelines • 1-2 hours

  28. Acting and video recording

  29. 6. Critical walkthrough • Review • At max one hour • One presenter • More opponents

  30. Videoprototyping - roles Roles: Director who decides upon the taking Operator of the video camera (responsible for title card) Actors (user roles) Storyteller What the user does What the system does in response What the visual feedback from the system is

  31. Evaluation criteria The videos should be understandable later for persons who wants to watch them and communicate about them.

  32. LoFi or HiFi? • What do you prefer? • Why?

  33. Comparing Lo-fi and Hi-fi Type Advantages Disadvantages Lo-fi • Less time & lower cost • Evaluate multiple design concepts • Useful communication device • Limited usefulness for usability tests • Navigational and flow limitations • Facilitator-driven • Poor detailed spec Hi-fi • Partial/complete functionality • Interactive • User-driven • Clearly defines navigational scheme • Use for exploration and test • Marketing & sales tool • Time-consuming to create • Inefficient for proof-of-concept designs • Blind users to major representational flaws • Managements may think it is real

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