Friday, March 7, 2008

Exercise 9




Okay so if it's a dinner party for ten and we know people are bringing pop then all I should get is some juice... so I'll grab the lemon and the ice tea is on sale so that too. I know we needed waffles but did Alex pick those up? I think she did but I'll get another pack. Okay we need radishes and pickles and cucumbers and mayo but not the non-fat crap we usually get the good stuff, the miracle whip. Oh and shampoo because I've been out for like a week. Where do they keep the cream cheese here? Is that considered a cheese or a spread? Maybe it's in the butter aisle. No, it's there in the meat section. I have no idea how that works. We need salami oh and chocolate milk for the kids. Okay that's most of it let me check the list and - what the hell is yoghurt? Whatever two of those, and apparently nailpolish remover and rubber boots, which I'm pretty sure they don't sell here. Okay I think that's all of it... oh maybe I'll get some Brie for the party. Ooh and these All-Dressed Flava-crisps. They looked good in the commercial. Now that's everything. It's only like... 18 items. I could still get into the under-10 item aisle. It's not *that* much over.

Wednesday, March 5, 2008

Project Three, Phase Two: User Scenario Storyboards

In the second stage, you will each develop one experience for presentation to the class. This presentation will take the form of a user scenario storyboard: a graphical narrative of the experience through the senses of one or more specific persona(s).

"In a sense, scenarios are prototypes built of words.

Scenarios are, at their heart, simply stories - stories about what it will be like to use the product or service once it has been made. The protagonists of these stories are the personas. Using a scenario, designers can place their personas into a context and further bring them to life. Indeed, scenarios are one of the factors that make personas worth having. Running through the same scenario using different personas is an excellent technique for uncovering what needs to be included in the final product. . . .

Once a scenario and sketches have been created to show what a product or service could be like, designers can create a storyboard (figure 5.10) to help illustrate the product or service in use.








Storyboarding is a technique drawn from filmmaking and advertising. Combining a narrative with accompanying images, designers can powerfully tell a story about a product or service, displaying its features in a context."

(from Dan Saffer, Designing for Interaction, 89-119)

For next class, propose an experience that would be appropriate for Project Three. Storyboard the user scenario experience:
a graphical narrative of the experience through the senses of one or more specific persona(s). Your graphics may be hand or computer drawn. It is likely though not essential that your storyboard include text. You may use the personas we began to develop in Class 8, or you may develop your own.

Post your storyboard, as well as any necessary supporting information (sketches, personas) to the blog. Bring hard copies to Class 10 (March 10). You will each be presenting your storyboards to the class, as a springboard to our collective development of a single proposition.

Your individual storyboards will form a significant proportion of your mark for Project 3.



Project Three

Project Three

MEMO GNOME!

The Memo Gnome brings the charm of kitschy lawn decor into the comfort of the home; gnomes need love too! Especially adorable but subtle ones like the Memo Gnome, a collectible for both the young and old! The lawn gnome has been revolutionized into a stylish vehicle of communication, or canvas for self-expression. The Memo gnome serves as a medium of amusement more than 'FUN' but is a great conversation piece, and can be easily and inexpensively replaced, if at any rate you decide to go on a gnome-smashing rampage.




Project Two: Proposal - Andrea Manica

The toy I designed is called the Soap Surfer. It's a cute and collectible designer toy with a function.
When initially brainstorming, I thought about my idea of fun, and tried to relate to the majority of ocad students. I didn't limit my thoughts to what was practical and conceivable, I just let my imagination go crazy. I chose to follow through with the soap surfer because it is something that people of any age can enjoy. It's also hugely functional, because everyone drops their soap in the shower once in a while.


I decided to follow the designer toy trend and make the characters collectible. There are four as of now, but in the future, a website can be set up so anyone can customize their own Soap Surfer online - dressing it, choosing features, and even giving it a name (to be printed on the box.) One can design a Soap Surfer even if they don't want to buy it.

Optional outfits for "Make your Own Soap Surfer":
-wedding gown -wrestler's leather getup (with mask) -Santa Outfit -shorts -teeshirts -wetsuits -clown garb
Animals also available!
This is a great interactive marketing tool.

Components:
The soap surfer will be constructed out of vinyl - for extreme durability and longevity. It will be attached with a wire through the soap:



The soap will be a natural variety, made to last for several months and be good for sensitive skin. Quality is important. The soaps will contain essential oils, natural colour, organic exfoliants and only vegetable oils. Giving the consumer an environmentally friendly soap will increase appeal. Plus, each character can have its own scent. (Another incentive to collect them all)

User Tesing:
People in class thought my Soap Surfer, "Surfcat" was cute and that it smelled good. I asked several people if they would use something like it, and they said yes, they would! "That is a totally adorable idea, if I had one it would make me want to bathe," said Livia. Misha said that I should actually market these, that she wants them all!

I created a model that is visually appealing and also easy to hold and move around. Fingers fit perfectly underneath the extended arms of the surfer for ease of use. One can even just hold it by the head. Testing it in water was a bit risky, for my model was made out of air-dry clay. I sprayed it with waterproofer, and it held up quite well when tested in the sink.

The only thing I decided I would change is the means in which the Surfer is attached (from wooden dowels to a wire) and what the Surfer itself is made of (from clay to plastic) - and I knew these changes would happen from the start.

Design Stuffs!
Visibility - the function of this toy is easy to decipher, as all its usable parts are clearly visible. It's also aesthetically pleasing because of its colourful cuteness! (All Soap Surfers will be brightly coloured. The black and white image of the four characters is meant to show what the variations will look like.)
Affordance - the toy is so simple, all you need to know is that its surfboard is soap, and the surfer's stuck. You're set to use it!
Constraint - there are virtually no constraints with this toy, except for when the soap runs out. Then it transforms from a tub toy into a collector's item.
Interactivity - The fun of this toy is the ability to use it in the shower, hunt for your favourite one in stores, and eventually be able to make your own on the internet! They make excellent gifts, as well. An added bonus is that the surfer kid, Drake Jonez kind of resembles Jesse Colin Jackson.

Rockology 101: the rockn'roll trivia board game













Rock music is cool these days. Capitalizing on a trend over the past 8 years that saw rock music absorb the electronic phenomenon of the 90’s and re-invent itself, this game would would tap into everyone’s secret desire : EVERYONE WANTS TO BE A ROCK STAR!
The 2003 movie “School of Rock”, the video game “Guitar Hero” and more recently, “Rock Band” are all pop culture phenomena showing the resurgence of people’s love of rock music.

This game is easy and quick to play as its follows the same mental model as popular board games like Monopoly and Trivial Pursuit. Though its format is that of a trivia game, this game would actually teach people about the history of popular music over the past 100 years. The evolution of blues and jazz to rock, and all the offshoots thereof: reggae, hiphop, disco, punk, new-wave and up until the present day would be covered.

To play, players begin at the “Start” square and roll dice to move along the board. After you land on your square you must correctly answer a rock trivia question pulled from the deck of cards in order to roll again and continue your way around the board. I f you get your question wrong, play passes to the next player. The goal of the game is to make it to the final square at the head of the guitar which says, “You win Rock Star!”

There are some surprises and pitfalls scattered throughout the board as well. Certain squares have a “lose a turn” or “go back __ spaces” function but with a humourous spin aimed at the 20 to 30 something set. Some examples would be, “Develop speed habit, Check into Rehab –Go back 2 spaces”, “Trash Hotel Room – Miss a Turn” or “Whoops! D.U.I.! – Go back 1 space”. Conversely there would be positive surprise squares as well: “Charm the Press – Move forward 2”, or “Play killer show – Move forward 1”.

A special feature of this game takes advantage of mp3 technology. Certain cards will simply say “Name that tune”. At this point, the player has to hit the “play” button on the “microphone” at the top left of the board and a 30 second sample of a song will play. If the player guesses both the song and artist, they get to move ahead 2 spaces; if they guess just one, they move ahead only one space. To find out the answer, just hit the “answer” button next to the “play” button and the name of the song and artist will come up on the little LCD screen. The machine for this part of the game is fully removable and rechargeable so you never have to worry about supplying batteries. In addition to this, new song snippets could be downloaded onto this barebones mp3 player from the game’s website.

The aesthetic-usability effect has been used in the board design to make the game appealing, and seem fun to play to the target demographic. Its unusual shape and bold and lively design make use of the Von Restorff effect, as it stands out visually from other board games on the market.
Finally, storytelling is at work in this game, as you make it from independent, struggling artist, through trials and setbacks, and finally make it as a ROCK STAR!!!

Project Two: David McInerney

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Toy/Game Proposal: “Canadian Whispers"



How to use

This prototype is designed to allow OCAD students to 'project' personal messages, similar to a facebook status, while not even speaking. So often these days people walk around with their iPod headphones on and have no outward interaction with the world. People are less likely to approach someone who is wearing headphones in the street because they are afraid to interrupt them and these people often appear anti-social.

OCAD, being on a downtown campus has less social interaction opportunities than other larger universities. From my research, OCAD students are very friendly, but lack ways to interact with new people who they might not share classes with.

With “Canadian Whispers: Status on a Cord”, people can read messages that are attached to their iPod cord, even strangers on the subway! Messages could include what they are feeling, where they are going, what they are listening to on their iPod…. pretty much anything!

So often we are dictated by electronics! This poses the inconvenience of charging devices and the dissatisfaction of having dead batteries! "Canadian Whispers" uses recycled paper to write messages on , therefore this toy is environmentally friendly... which OCAD students will appreciate. Another benefit is the ability for personalisation, and creative output, users can use any colour pens/paints to express themselves with this device.

People can have lots of fun with this product, friends can even have matching messages. A game that people can play is similar to “Chinese Whispers” where a player starts a story, then others add to the story, often creating funny scenarios… this product is ideal for funny storytelling.

Users need
Mp3 with headphone cord
Pen

Toy includes
Cord attachment and pieces of paper

User testing

POED Classmates enjoyed writing funny messages on the paper provided and identified as iPod or Mp3 users.

"I can see people going to work with their ipods with your toy attached with funny messages, jokes, political points of views, and destroying the dismal stigma that is rush hour by making people laugh, even starting conversations."
Phil - OCAD student
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Project 2 - Proposal - Iliana Shabatova

What do young adults at OCAD find fun?

LEGO….NO!

Barbies…..no!

A fluffy toy…depends on the occasion, but not really.

Books…may be…

Recipes…may be.

Drawing… yes.

Cocktales…YES!

Partying with friends….OH YEAH!


Therefore, the solution must be a game to entertain a group of people and make their time more enjoyable by following simple cocktail recipes! Getting drunk will not be as fun, if there was nothing to spice the game up, such as the fun caricature skin drawing, questions regarding the opposite sex and other “inappropriate”, but educative questions.
















Players must be over 19 years old and comfortable with answering any personal questions. The instructions are as follows:

  1. Every player must have a shoot of their choice before starting the game.
  2. Each player is assigned a token.
  3. The start of the game is at either question card pile.
  4. To enter the game everyone must answer a question correctly, read by a different player to them.
  5. From then on rolling the dice each player moves accordingly.
  6. Falling on a “STALKER” card means that it must be picked up and the instructions must be followed. After completing the instructions, the player gets to choose any spot from the inner square to go to.
  7. Falling on a “?” card means that it must be picked up by another player, read out loud and answered the player which landed on it. If answered wrongly, one must loose a turn.
  8. When landed on any of the black arrows, you transfer to the level towards it points to, roll one your turn and land on whichever cocktail. The player then must return back to the inner square, once he/she had made the drink for themselves.
  9. If a mission is failed, then the player cannot return to the outer square involving alcohol for 5 consecutive turns.
  10. If a total of 3 missions are failed by a player, they loose.
  11. Vomiting is a clear loss.
  12. The winner is the one who lasted the game.

The Slamin’ Shake is a board game with 24 recipes of drinks in four categories: martinis, premium drinks, shooters and regular mix, labeled on the outer square. A professional bartender has been consulted regarding mixes and minimum requirements for the base and sweet liquors, juices and garnish to play the game. Once in the outer square, players throw the dice one time, and then they return back to the inner square, where they are surprised with questions, dares and tests. Instructions (on the inner square) checking the players’ degree of drunkenness include the reading of a joke written in very small text with both eyes open; walking in a straight line from one wall of the room to the other; hopping on one leg from one wall to the other; building a pyramid structure out of shot glasses in 30 seconds; spinning 10 times and walking 10 steps without falling; singing a song that contains certain words in it; etc. The spiciest parts of the inner square is when blindfolded while your personal caricature is drawn on your skin, answering a “?” card or a “SALKER” card. The Slamin’ Shake improves the player’s cocktail knowledge, sex education, alcohol resistance as well as helps all players to get to know juicy facts about one another.

After the testing done for this game, there were a few concerns regarding the low signal-to-noise ratio. The separation between the inner and outer squares with only a single silver line has not been enough; the uniform contentedness can be improved by leaving a greater space between the two square paths. In terms of font legibility and going by the Law of Pragnanz, I think the game is successful, as the Times New Roman font was been used throughout and the only changes in font are for each drink’s title, so as to make the game more interesting and intrigue the players. Further helping legibility, each drink recipe goes by the legend described on the instruction sheet using highlighting techniques to bring attention and differentiate between the lines:
line 1 (in a unique font - cocktail name)
line 2 (in brackets – glass type)
line 3 (method of preparation)
line 4,5,6 ( underlined – ingredients)
line 6 (italic – garnish)

Regarding the starting points confusion commented on, perhaps a “start” sign and an arrow pointing towards a clockwise direction over each question pile would help the players, who are in a rush to start and have no time to read the instrunctions.

This game also involves orientation sensitivity effect, since all elements on each square path are equally aligned and spaced. The oblique effect is there due to the use of line orientation for each square path. The pop-out effect is emphasized by the solid black arrows at each corner, where line switches between outer and inner square paths take place.

Having the title in the middle diagonally, relating to all sides and the alignment between the two square paths, incorporates a good sense of the common fate principle of design.

The last concern is that the questions and dares of this game are “awkward” and “embarrassing”, considered inappropriate by one player and “fun” by another. The problem with the testing is that such questions would be taken differently after having a drink or two. Since the testing was done by sober players in class, when tested a second time with alcohol, such negative feedback was not received.

Wheel Of Portion!


Introducing the “Wheel Of Portion”


Getting together with some friends of the legal drinking age? Don’t forget to pack the “Wheel of Portion!”. Spin the wheel and deal your friends out drinks. Practice your drunk talk with engaging games that have you make rhymes and coherent questions. and eventually, at least once, someone's going to have to drink that whole “Wheel of Portion” game cup, and that’s when things get interesting! Fun for adults, college students, moms, dads, grandma and grandpa, your boss, your teachers, your aunts and uncles, kids breaking the law to drink illegally, that guy who played Xander on Buffy the Vampire Slayer and even Bruce Willis. Get your “Wheel of Portion” Today!


Who is it Fun For?:


The Wheel Of Portions target audience is people above the legal drinking age. It uses simple enough mechanics to be operated by anyone and the rules are simple enough that its playable by people of all levels of intellect. It would mostly be played by people at parties and social gatherings opening it up to a wider demographic.


User Testing:


I played Wheel of Portion with my room mate and her friend. It started off fast. It wasn’t long before we were all pretty drunk. Since the rules are adopted from the card game “Kings” there were some differences. The “Wheel of Portion” game cup was so much more unbearable in this version. Also, with more than four chances to get some of the spaces (As opposed to a deck of cards that has only 4 of each number), there was much more rules, questions, waterfalls, and more booze going in the game cup than if it was played with cards. We made it through about 2 and a half games before we decided it was unwise to go on. 


Why is it fun?:


Wheel of Portion is fun because drinking is fun. Wheel of portion is a fun way to power drink with your friends. instead of the excitement of spinning the wheel to get drinks you have the excitement of spinning the wheel to give drinks. Some people could have fun ganging up on one person giving them all their drinks and also you can be creative with games like “Rhyme” “Categories” and “Questions”.


How is it Fun?:


The mere action of spinning the wheel and stopping it with a rubber stopper is fun (especially when your drunk). Giving out drinks and playing games makes it more multifaceted  than just drinking a spinning wheels.






By Che Hernandez

Project 2 Proposal: Josh Macleod



i found it troubling at first to think of a toy or game idea for a target audience around our age, something that would actually be marketable, but decided there are many opportunities for turning mundane devices into fun trinkets or toys if the idea is applied to a niche or subculture. My specific audience is smokers, who are not uncommon, moreover those like myself and my friends who are interesting in computing and vintage aesthetics.

The product is a cigarette case made to look like a stack of old 3 1/2 inch floppy disks, which, while functional, advances the product past it's predecessors by adopting an intrinsic, aesthetic statement of style. As for use, the disk cover pulls back smoothly with a the thumb of the hand it is held in, and a light tap dispenses one cigarette; the same iconic wrist gesture employed by heroes and vigilantes in any given shooter flick (though thankfully much easier in execution). Smooth as the interaction may be, in testing with varoius roomates i found the cover had a tendancy to slide off, and this will be remedied in the final product with additional clasps. other suggested improvements have been an opening mechanism to insert cigarettes more easily, and an spring, so as to only require only one hand for operation.

The simple design makes an affordance for only the movement of the sheath, and the hole it reveals not onl serves to orient the user as to which way the cigarette will fall, but also is sizes so that only one will fall at a time. (note: The image shown here displays the cigarette leaving at a dangerous angle, the user learns from the feedback of the spring that it must be held open to full retrieve any tobacco, but I needed that hand to operate the camera.)

Overall, while perhaps not a toy in the classic sense, it has thus far been applauded as an amusing and conversational reincarnation of a banal classic. Having brought entertainment to an audience where there was less before, i qualify this product as an effective toy.

tesimonials:

N. Rayner - "Theres nothing I would die for other than this. Really though, more convenient than mine, and funny-"

J. Triantafilou - "-could leave it on the counter and no one would give it a second though. I dont have to worry as much about my brother or parents or brother figuring out I smoke."

Project 2 proposal - Kay Lee


Project 2 Proposal- Lena Hong

FUZZY MAGNET


http://www.spectronicsinoz.com/images/activity/Caterpillar.jpgThe image “http://www.a2planet.com/guide/work/circlemagnet.jpg” cannot be displayed, because it contains errors.


Visual Representation of concept

I came up with my concept when I brought my toy to class as an exercise 6. The toy I brought was a rubber doll that can stretch and etc. This gave me an idea that the toy is going to be fun when you attract with sense of touch. I came up with six ideas for the concept sketches, and most of them had to do with sense of touch with interesting texture. First concept was an appeal with springs, second one was a fuzzy gloves with faces on them, third one was a caterpillar with magnets, fourth one was a throwing game, fifth one was a board game that was related to drinking, sixth one was a toy for younger kids with moving blocks in a shape of superheros.


Written description of why my toy is fun

My toy is fun because it attracts to main senses. It is designed with colourful colours of fabric, which attracts to the sense of sight. Also the pulling of magnets attracts to the sense of touch. These two main factors combined together and made my toy really fun. Also I used characteristic of magnets, which opposite sides do not attract to each other, and positive sides do. So I made a caterpillar in different body parts, and attached two magnets on each side. The user has to, then find the parts of magnets that goes together and make the complete caterpillar.


Incorporate improvements derived from user testing

From user testing in class, many users enjoyed my game. They said that the strange characteristics of magnets were used well enough in this toy. One of the user, Kay, said that "Personally I'd like to play with this toy because the magnet itself has such an addictive characteristic; the strong magnetism that attracts each other and the strange pleasure when I compulsively draw them apart".
Some of the improvements that I can make would be using bigger and stronger magnets, because it was hard for the users to actually attach them together, because the magnets were too small compare to the body size of the caterpillar.


Why should I buy this toy design?

As a result of my user testing, it was pretty successful. Many of the users were first attracted to the colourful colour of the toy, and second, attracted to the 'strange addiction' of magnets and third, they seemed to had fun finding the right magnets, an pulling them around.
The users should buy my toy because in this computer-based society all age groups can play this game; kids can play pulling magnets, students can play and/or use it as memo clipper as one of the tester suggested. Also the texture of the toy is really soft and since it has a puffy feeling to it, it is easier for the younger users to play with.





Project Two - Julian Apong



This is the xTrove - a play on the word "extrovert". It's a portable art and communications device .




(click for detailed explanation)



(click for detailed explanation)

Methodolody:



The xtrove is designed to be fun and easy to use by anyone. The potential of the device is limited only by the imagination of the person using it, and lets them easily express themselves to the people around them. The actual technology behind it is disarmingly simple, as well as inexpensive to produce.

Most users will already by familiar with the concept of a stylus. They're shaped like a pen or pencil, but with a magnetic tip. The familiarity of the shape gives an automatic indication as to which end is to be used on the screen. The buttons and switches are deliberately kept as rounded and minimalized as possible, so that the attention is always brought to the screen and what's drawn on it. The back-lighting further accentuates the importance of the screen, drawing attention to it in any situation.

User Testing:

Samantha:

"It's a pretty cool little toy. I really like the idea of the magnetic etch-a-sketch screen and being able to have any drawings I want on it. It would be nice if I could put photos and stuff on it too though."


Scott:

"I think this could be a lot of fun for younger children, especially if they like to draw. The nice thing about the idea is that it's really simple to construct and create, it would be really easy to create and cheap to buy."



Chris:

"I could use this to pick up girls. When I'm on the TTC sometimes I want to get a girls attention so I could use this to write messages and then flash them with it. It'd also be good for people in clubs and gangs so they could know what group they were a part of, or for kids who wanted to send messages to each other in secret."

project 2- katie






When first hearing about project 2 I was looking forward to making something of my own. I am a big gamer myself so given the opportunity to make something of my own to share with everyone else was something to look forward too. After my research and brainstorming was complete I still wasn't pleased with my outcome of idea's. After thinking long and hard about what I like about games I came to the conclusion that I love board games and thats where I would start. Charades is another game that I find is interactive as well as fun. By combining the two I was able to construct a game that everyone would enjoy.

"Say it Right" is an interactive board game that requires both skill and imagination. Teams of two work together to successfully reach level 4 on the board by acting out a charade using the noun, verb, and adverb cards collected throughout the board.

4-8 players
Ages: 15+

Equipment
-Game Board -1 Dice -4 Colored tokens
-Noun Cards -Verb Cards -Adverb Cards
-Timer

Set-Up
1. Divide into teams of two.
2. Each team will pick a colored token to represent them on the game board. Each team will start on a different corner of the board depending on its color. Example- Team Red will start on the Red corner.
3. Each player rolls the dice. The player to roll the highest is the first to play. (If two or more players roll the same number than they both re-roll)

Rules
1. The team that rolled the highest number will play first. One player rolls the dice and moves their token the same number of squares that are face up on the dice. The player has the option to move in either direction. When it is the teams turn again the other team member will roll.
2. The objective for the team is to collect the three different cards available on the board (verb, adverb, and noun). A team can only have 1 of each card at any given time.
3. The first player in a team to land on a card space will be designated as the “keeper”. The keeper has to collect 1 verb, 1 adverb and 1 noun card (these cards will be kept secret from their partner as well as other players). When all three cards are collected, the player will form a sentence (scene) using the words displayed on the cards.
4. The keeper has 3 minutes to act out the scene to their partner in charade style. If their partner answers the phrase correctly then the team will advance to the next level on the board. If the partner does not answer the phrase correctly the team will not advance to the next level and the cards will be discarded.
4. Each team has to be strategic as to where they will move their tokens because there are snakes and ladders scattered throughout the board. Snakes will move a team down a level (or two) and ladders will take a team up a level. If a team is to come in contact with either the snake or the ladder they will move to the new level on the board that they are taken too. They will hold onto the cards that they have collected thus far and continue with the game.
5. The first team to reach level 4 will be declared the winner.

Levels
Level 1-Red
Level 2- Orange
Level 3- Yellow
Level 4- Blue


Say it Right is a great game for interacting with others. Not only are there a ton of laughs from both the phrases made and the words used, but as well as the wacky ways of portraying them. When testing out my game I wanted to use a variety of ages as testers. Unfortunately I was not able to get someone as young as 15 to try it out but I was able to get someone who was 19 (still a teen). The game was a success but most of the testers felt that some of the words were very difficult to portray as well as saying them correctly. The game was played a number of times and there were many different outcomes. Some of the games went on for a long time where as others did not. In conclusion I was very pleased with the outcome of my game and learned of many different ways I could improve on it. Furthermore, from the testing I realized that my game could be altered to work for any demographic audience which I found very pleasing.

Project Two (Proposal) - Derek Riordan

What Would a Ninja Do?



                              Thanks to WWND, this young man's troubles are no more.




- Guidance in the Palm of Your Hand -

The phrase "What Would Jesus Do?" (WWJD) became popular in the 1990's as a personal motto for thousands of Christians who used the phrase as a reminder of their belief that Jesus is the example to be followed in daily life, and to act in a manner of which Jesus would approve. This is all well and good, but it just doesn't work for everyone. This is where the "What Would a Ninja Do?" (WWND) hand held button comes in. 


Instructions:


Whenever one needs guidance in life, and God just doesn't seem to hear you, then you can turn to the WWND button. Whenever presented with a trial in life, WWND will guide you and help you overcome said trial. Simply push a button on this hand help plastic toy, and it will show you how to proceed through life (with written text on the small electronic screen) with indispensable advice like "Unleash Fury" or "Show No Mercy", and much much more. In short, the WWND is a guide that can help any lost soul through the many trials of modern day life.


A more complete list of ninja wisdom and guidance, including:


- Unleash Fury

- Show No Mercy

- Strike Quickly

- Patience

- Destroy Enemy

- Smash Something

- Do A Flip 

- Hone Skills

- Vanish From Sight

- Stealth Attack

- Get Really Mad

- Avenge Someone... Or Something...

- Train Constantly

- Silence Opponent

- Flip Out

- Flip Out and Kill Someone

- Fight

- Uppercut Someone

- Hypnotise Someone

- Stab Something

- Leave No Survivors

- Get REALLY Super Pissed


Why is it fun?


Simply put, WWND is fun because it is funny, and funny things are fun. It's simple, you push a button and get a laugh and some ninja inspired wisdom applicable to everyday life. Everyone needs a laugh, and this toy can fulfill that requirement. Furthermore, ninjas are totally badass, and who can honestly say they couldn't use even just a little more badass in their life? It's portable and extremely easy to use. All you need to do is push a button.


Variations:

For those who are not as inspired by the cold fast logic and reasoning of the unstoppable ninja (see: cowards), or simply identify better with other there could be a wide variety and a whole line of these toys, such as: 


- What Would  a Viking Do?

- What Would Henry Rollins Do?

- What Would a Nihilist Do?

- What Would Chuck Norris Do?

- What Would an English Soccer Hooligan Do?

- What Would Walter Sobchak Do?

- What Would Tetsuo Do?

- What Would Goku Do?

- What Would Tyler Durden Do?

- What Would a Pirate Do?


This last one is especially appropriate for people like Jesse Jackson who are hopelessly under the delusion that pirates are superior to ninjas, when any REAL man knows that any ninja would ruin any pirate. Period.


Who is this fun for? 


There is no concrete target audience for this product, but is widely applicable to anyone from roughly the ages of 16 to 25. Furthermore, this product is appropriate for a wide variety of young people regardless of social standing or sub-culture so long as they have a sense of humour, and/or are seeking guidance in life.


"Who is it fun for? Me! Anyone who can relate or appreciates any one of the different subjects represented (ninja, pirate, Chuck Norris, what-have you)." - Che Hernandez.

Unneccesary Post - Kaylyn Frecker

WHO WANTS TO PARTY FOR ST.PATTIES DAY???

POST IF YOU DO.

Project 2 (Proposal) - Kaylyn Frecker


Tuesday, March 4, 2008

Project 2 (Proposal) - Gio Petrucci


Things You've Done:

Many a time in our lives we are faced with the dilemma of making drinking funnier than it already is. Not that it’s hard to do so, since, drinking in itself is a wonderful thing, but sometimes we find it repetitive and somewhat unoriginal, just, filling a glass and sitting around waiting for the door frame to start going blurry. This is why Things You’ve Done is the perfect game to bring to any pre-drinking event or even to just sit around for a good laugh while you and your friends don’t feel like studying anymore!


The game of “experiences” has it’s own charm in bringing people together, all while pushing people to come out and expose things of their past that either make them proud or cower in shame all while still being in good fun. The game has a possibility of having from 2 to six players. Each person gets their own individual shot glass (*alcohol not included) with their colour on it. The only reason for this is to differentiate the different people’s glasses. Once each player has chosen a colour for themselves and have settled down, the group starts off with a good old fashion rock paper scissors to decide on who will be the individual to begin the game. Taking the deck of cards, that person draws one of the many, many other cards that lie before the group of eager drinkers. They then choose one person to read the card to. He/she then reads the 5 things that are listed on the card. Once all 5 things have been read, the individual who has been asked the 5 things, will then ring the buzzer in the middle of the group if they have done one of the 5 things that have been listed. This makes known that there is drink to be had, and the reader must guess which one of the 5 things the individual has done. If the person being asked buzzes multiple times there are more than one possibility to guess.

If they answer correctly, the asked will have to take their drink. But if the reader answers incorrectly they must have their own shot. And then the next round begins…


The reason this incorporates the class’ concepts of Experience as a design is because this game demonstrates that experience in life can create new ones when revisited in a friendly, game-type setting. It’s a different approach to Experience and Design but it gets the point across.


User testing

This is something that was easy to make happen: offer another reason for people to drink and be merry all while enjoying a new game that they have never played before, and they will follow you. I decided to ask my roommates to play my game to test it out, and it was a success: drinking ensued and the game worked out well. No one was confused after the simple explanations, because the rules of the game prove that simplicity will bring a lot more to the table when it comes to drinking and being sociable.


Target Groups

The type of individual this game would be targeted towards would, first of all, be a legal citizen within their country and secondly, an individual who is in the mood for fun, and a little debauchery, if it were to come to that. College students would snap this up without a second thought: the promise of a legitimate reason to drink will bring in the groups of young people. This is also something older adults who are looking for something interesting to do at their dinner party afterwards, something that would help in making them feel younger and get them to stop thinking about the daily grind and have some fun in their busy lives.

Project 2 Proposal- Julian S



The toy design I decided to explore was the throwing and catching of an object which gave me the idea of the bottle game. The idea of this game is to fill a bottle with liquid and toss it back and forth between several people or two friends. What makes this game interesting and fun is that you must be able to catch the bottle without dropping it, if it touches your hand and hits the ground you lose a point from any amount given at the the start of the game. Also the bottle filled with liquid when thrown can change direction making it difficult to catch, an added challenge is throwing it bad on purpose so your friends will drop it making you closer to victory, plus you dont have to catch it if the throw doesnt suit you.

This game deals with pure interaction giving friends an opportunity to engage with each other and the object. If a player gets thirsy while playing, the water can be drinkable therefore changing the weight and dynamics of the skill involved with throwing and catching and also cooling the player down.
Improvments of this toy can be made by choosing a softer bottle or covering it in a cloth or softer material. There are some hard edges on the bottle (like the cap) that when upon contact with hands can hurt, especially depending on the height and distance the object is thrown.

I think this toy would make a good product to sell because it employs elements of skill, point keeping, physical activity, hand-eye coordination and interaction. The toy is easy to make and portable to carry around. The game can be played almost anywhere by anyone interested in throwing and catching. I liked creating the toy and idea because me and my friends have had fun playing similar games and I wanted to create something that is easy to play, easy to understand, an interesting concept that won`t make you bored, and I wanted to include a physical and mental workout testing your reflexes and body.

project 2 - phil





I came up with this idea when I was visiting my friend’s dorm at U of T. She used a 40 bottle ( big beer bottle ) to store her loose change. I then visited another friend living a few doors down and noticed he was keeping his loose change in a pickle jar. I realized that the concept of a piggy bank was still being used among people my age, and I thought to myself “why not take it a step further?”. The baby coin bank concept was created to poke fun at the miserable chore of changing a baby’s diaper. Instead of discovering a nasty surprise that’s nothing close to desirable, you end up with a nice reward for your wallet. Young adults would love this because they can relate to the horrible responsibility that a baby comes with. This makes light of the idea taking care of a baby, and therefore fun .








STINKY DIAPER? ???
( SIDE VIEW)







WAIT...IT'S FILLED WITH MONEY!!!

(over-head view)






The toys will come in a variety of colors and figures, like bini-babys. By creating them in different varieties, they become collectable and more interesting.