This blog is dedicated to Jesse and Tori's Wednesday evening section of Principles of Experience Design at the Ontario College of Art and Design, Winter 2008.
er...I'm not sure if I'm ssupposed to post this as a new post or put it in comments, so I'm doing both...without further ado...
Concept 1) The Frisbee with Sensor My 1st concern with this design is that it takes away what makes Frisbee fun- the challenge. BUT! what would be cool is if it had a sensor that you could gradually turn down so that the Frisbee-ley-challenged, like myself, could learn to throw a Frisbee. My 2nd concern, however, is that it is unbuildable. Frisbees are propelled and kept afloat by their shape and spinning action- it's physics. To somehow guide a Frisbee's direction without interfering with what makes it work is something I can't comprehend. If you can, you should probably work at NASA. Concept 2) The Throwing Object Game: I don't understand this. Does the globe filled with liquid come off the blue handle? Are you supposed to toss the globe in the air and then catch it on the handle? Then what is the liquid for? To create unpredictable weight that makes it difficult to catch? Concept 3) Water Bottle catch: This is a variation on Concept 2..So once again, does this hinge on the liquid inside the bottle making the game challenging? I've never thrown a bottle full of water...do they become hard to catch? Are there rules to this game? Concept 4) An aiming game: This is a game concept that never gets old. Basically every major sport involves getting some sort of object through some sort of goal. I think with this one maybe you could make it a miniature game people could have on their desks. So when you're bored with your work you can have a little break and play a game. And what' your spin on it? Maybe it could be a monster you had to feed or something (aesthetic-usability effect)...maybe it would be cool if it was battery operated and the opening opened and closed irregularly to add a bit more challenge to the game. Concept 5) Target Game: Sort of like bowling but with only one pin, and between two people...I think this might be a good game too. You could add more people or pins too...My only concern with this one is that it might not be challenging enough to be fun...as part of your development cycle, maybe you could try it out and see if it needs some rules or modifiers to make it more interesting/challenging/fun. Concept 6) Tape Circle Jumping: Is this like hopscotch? What are the rules? What is the goal? I can't really comment further until I know what the challenge of the game is...
It's funny, the water bottle game is something I played with friends in high school. . . would a commercialized version improve the product, or is best left DIY (do-it-yourself)? Would you provide a selection of games, creating clear physio-pleasure (potentially by mimicking existing games) or leave the product open-ended and mysterious, aligning it more with reflective realm of "coolness?"
Many students have proposed drinking games, but this is one case where alcohol seems like a good fit, as the gradual changes in liquid volume (and gradual inebriation) would inhibit habituation.
3 comments:
er...I'm not sure if I'm ssupposed to post this as a new post or put it in comments, so I'm doing both...without further ado...
Concept 1) The Frisbee with Sensor
My 1st concern with this design is that it takes away what makes Frisbee fun- the challenge. BUT! what would be cool is if it had a sensor that you could gradually turn down so that the Frisbee-ley-challenged, like myself, could learn to throw a Frisbee.
My 2nd concern, however, is that it is unbuildable. Frisbees are propelled and kept afloat by their shape and spinning action- it's physics. To somehow guide a Frisbee's direction without interfering with what makes it work is something I can't comprehend. If you can, you should probably work at NASA.
Concept 2) The Throwing Object Game:
I don't understand this. Does the globe filled with liquid come off the blue handle? Are you supposed to toss the globe in the air and then catch it on the handle? Then what is the liquid for? To create unpredictable weight that makes it difficult to catch?
Concept 3) Water Bottle catch:
This is a variation on Concept 2..So once again, does this hinge on the liquid inside the bottle making the game challenging? I've never thrown a bottle full of water...do they become hard to catch? Are there rules to this game?
Concept 4) An aiming game:
This is a game concept that never gets old. Basically every major sport involves getting some sort of object through some sort of goal. I think with this one maybe you could make it a miniature game people could have on their desks. So when you're bored with your work you can have a little break and play a game. And what' your spin on it? Maybe it could be a monster you had to feed or something (aesthetic-usability effect)...maybe it would be cool if it was battery operated and the opening opened and closed irregularly to add a bit more challenge to the game.
Concept 5) Target Game:
Sort of like bowling but with only one pin, and between two people...I think this might be a good game too. You could add more people or pins too...My only concern with this one is that it might not be challenging enough to be fun...as part of your development cycle, maybe you could try it out and see if it needs some rules or modifiers to make it more interesting/challenging/fun.
Concept 6) Tape Circle Jumping:
Is this like hopscotch? What are the rules? What is the goal? I can't really comment further until I know what the challenge of the game is...
Hi Julian:
It's funny, the water bottle game is something I played with friends in high school. . . would a commercialized version improve the product, or is best left DIY (do-it-yourself)? Would you provide a selection of games, creating clear physio-pleasure (potentially by mimicking existing games) or leave the product open-ended and mysterious, aligning it more with reflective realm of "coolness?"
Many students have proposed drinking games, but this is one case where alcohol seems like a good fit, as the gradual changes in liquid volume (and gradual inebriation) would inhibit habituation.
Don't bring alcohol to class.
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