Tuesday, 28 July 2020

Lunarium 2 : Production Items

Tower Cut Scene
Tower Room
Tower Look Out Cut Scene
Tower LookOut
Labyrinth Cut Scene
Labyrinth Corridor
Labyrinth 1 Cut Scene
Labyrinth Room 1
Labyrinth 2 Cut Scene
Labyrinth Room 2
Labyrinth 3 Cut Scene
Labyrinth Room 3
Labyrinth 4 Cut Scene
Labyrinth Room 4
Labyrinth 5 Cut Scene
Labyrinth Room 5
Labyrinth 6 Cut Scene
Labyrinth Room 6
Labyrinth 7 Cut Scene
Labyrinth Room 7
Fairground Entrance Cut Scene
Fairground Entrance
Fairground
Caravan Site
Top Tent Cut Scene
Top Tent
Bottom Hole Cut Scene
Hole Exit 1
Hole Exit 2
Heaven Cut Scene
Heaven 1
Hell Cut Scene
Hell 2
End Cut Scene

  

Lunarium 2 : Rift and Quest Publication


For the last year,  I have been developing Lunarium, a story-driven puzzle adventure application which was tested on Gear VR and Oculus Go (Alpha Channel).

Having reviewed the project against the Oculus Development guidelines and in view of pending changes in the Oculus Development process, it is the intention to publish Lunarium 2 on Oculus Rift in December 2020, with Quest publication targeted for April 2022.





The Trello project management boards are public view and early development can be viewed here :

https://trello.com/b/kCeQ0V6U/lunarium







    

Tuesday, 15 October 2019

IN PROGRESS


I am currently in the early stages of an experimental VR Project. 


Why not drop by and follow development ?  
  


 






Saturday, 17 August 2019

GAM730 Week 12 - File Submission


Github - Mike - API prototyping and the development of the final app.
Google Docs - Sarra - Concept Development, Branding, Game Assets, Market and Development Research, User Testing Research 
Blog Link - Sarra
Blog Link - Mike 
Blog Link - Zabit 

Reflection: 

Mike set up a github repository and gitkraken and took me through the process of working collaboratively through this file sharing process. Unfortunately I couldn’t continue the subscription for the shared file as I did not to have sufficient time to train to use this with confidence (fearful I may accidentally delete files!) it also gave Mike sole control over the development and hopefully reduced his stress levels! He was immensely patient and generous with his knowledge on this. Going forward it is definitely the right way to share file remotely and development effectively in teams at different locations.

  • Blog post - github 


We could  record game play for use in the video using this.

GAM 730 Week 11:01 Analysing Results

We are still in the process of capturing user data and an initial analysis will be undertaken when this is done however, these are the guidelines we are following:

Coding:

A) Google Doc - Added to Google Drive

B) LaTex Template using Git Version Control in collaboration with the team.

We will be using a google Doc.

1. Google Document (Informed by Wrik Geelhoed)
2. Interview Data Summary


Agent User Testing Analysis and Write Up

Interview Data


  • Transcibe the interviews - Word
  • Capturing sound recording - Audacity/adobe edition
  • Transcription software. 
  • Code the transcriptions - Categories - Questions we have asked... likes/dislikes, subcategories. this can be done by highlighting the text in different colours - yellow for likes, orange for dislikes etc... 
  • Nvivo - 
  • Put up the questions and then put all the users responses under that heading.  
  • leave out less relevant content but try to keep as much as possble. 
  • start a second document to summarise the data and give a few quotes.           


Cognitive Walkthrough Data

  •  ask the user to think aloud as they navigate through the game 
  • video the process 
  • make notes 
  • analyse it by a full report 
  • Walkthrough form 
  • Define the critical points - start , which button do they press, is is obvious which button they should use, where does it lead to etc. 
  • Describe how different users navigate through these points      


Writing a Research Report

  • Use recommended structure 
  • Write in the third perdspon - it was decided that 
  • Don't use I , use we.  
  • However/, persona A says ___ Person B says ___ 



The report Structure 

  • Abstract (Summary with same structure) - write this last. 
  • Introduction (Background/other apps/our contribution/hypothesis/state of the art - list what others have don, similar apps/The remainer of our structure is as follows... Methods/results/discussion/conclusion. 
  • Methods - Interview Study/participants/how they were recruited/procedure and equipment - consent form, interview script, how they were recorded, how the data was analysed, using word and audio editor, coding categories
  • Walkthough - participants,  equipment, video set up, video analysis and the critical points in the walkthrough, method process - just write the facts.    
  • Results - Cut and paste the analysis into the report, summarise the results and add some quotes to illustrate the report.  
  • Discussion (What is all means) - Tell your story using your own style of writing. Structure - background of the study and the background, interviews from the introduction but make it shorter, methods section but make it shorter and make concise, findings and what you think it means, cut and paste whats in the results section and reword but don't use the quotes. This will pave the way to the conclusion and inform the abstract.     
  • Conclusion (4 bullet points) - concise discussion and use bullet points. One or two sentences that capture the research  
  • Acknowledgments - one paragraph
  • References (Add references) - Harvard Referencing tightly structured. American Psychology association - apps/articles etc.  
  • Appendices.


Report Templates 

https://www.overleaf.com/gallery/tagged/report#.WTAqMxPyvMV 



Useful Texts

Alan Bryman in the book Social Research Methods


Overleaf - Report Template  https://www.overleaf.com/project/5d5810f1fa49c719776e59fa






Reflection 


Although we are in working in teams and we understand that the task can be broken down into equal sections and assigned to each member of the team, this is not currently possible due to the current division of work between our coder, researcher and designer.  

Mike, our coder has produced the working app mechanics entirely on his own, I have produced the design concept, basic assets and conducted some testing and training while Zabit (our researcher) has been obtained market and academic research but and needs further support to develop his user experience research methodology and methods of approach. We understand that he is currently acquiring this knowledge.   

I have therefore briefly outlined  our approach so as to inform the next stage of user research and development. This will be posted in the form of a google document to google drive. 


   

GAM730 Week 10:05 Agent User Interviews and Questionnaires



Agent User Testing

  1. Ask Observe Perform  Methodology  
  2. Obtain Consent - Use Consent form.
  3. The Aim of the research - Why we are doing it..
  4. The participant can withdraw at any stage...   
  5. Provide Name and Contact Details, Institute. 
  6. Reassure that the data is totally anonymous and their names and identities will be protected.  
  7. Qualitative Research Method - Simple Structured Interview 
  8. Qualitative Research Method - Simple Questionnair
  9. Let the interviewee finish their stories. 
  10. Affirm by feedback channels to encourage and acknowledge the interviewee. 
  11. Keep the interview under 1 hour. 
  12. Video to capture gestures and as they point to the app interface. 
  13. Cognitive Walkthrough - Ask people to think aloud as they navigate the app - what do youthink this button does? etc This will locate game bugs and the flow of the app.      




  1. In-depth (Individual) Interview 



  2. Referenced from Ideo.org 
  • No more than three research team members should attend any single interview so as to not overwhelm the participant or crowd the location. Each team member should have a clear role (i.e. 
  • interviewer, note-taker, photographer).

  • Come prepared with a set of questions you’d like to ask. Start by asking broad questions about the person’s life, values, and habits, before asking more specific questions that relate directly to your challenge.
  • Make sure to write down exactly what the person says, not what you think they might mean.
  • This process is all about hearing exactly what people are saying. If you’re relying on a translator, make sure he or she understands that you want direct quotes, not the gist of what the interviewee says.
  • What the person says is only one data point. Be sure to observe your interviewee’s body language and the context in which you’re talking.

Simple Structured Interview 
  1. Can you understand what the Agent app is? 
  2. Are you understanding what you are supposed to be doing ? 
  3. How are you finding the App Navigation ? 
  4. Are the buttons the right size for you? 
  5. Have you ever played Pokemon Go? 
  6. Can you tell me what you liked/didn't like about Pokemon Go ? 
  7. Have you ever been to an Escape Room Experience ? 
  8. Can you tell me what you liked/didn't like the escape room exoperience?  
  9. Are you enjoying using the Agent App ? 
  10. What didn't you like about it? 
  11. Do you like to watch spy films? If so, what kind of spy film examples can you give? 
  12. Do you have any children aged 14 - 18 ? 
  13. Do you have younger children ? 
  14. Is there anything else you would like to say about Agent? 



Simple Questionnaire. 

  1. What is your age ? 
  2. What gender do you identify as ? 
  3. Were you able to understand what you were supposed to do in the Agent App ? 
  4. Were you able to navigate the Agent App, easily ? 
  5. Have you ever played Pokemon Go?
  6. Have you ever been to an Escape Room Experience? 
  7. What was the most memorable thing about the Agent App? 
  8. Did you enjoy using the Agent App ? 
  9. What didn't you like about using the Agent App ? 
  10. Do you like to watch spy films? 
  11. Do you have any children aged 14 - 18 ? 
  12. Is there anything else you would like to say about Agent? 


Agent:  player testing - user centred design 





GAM730 Week 10:04 User Research

NOTES: Qualitative Research Methodology in Distributed Teams

App Demo Study User Research

Ask, Observe and Perform approach outlined by Dishman


  • Ask - Understand the Opinions, Concerns, and Values of the end user. 
  • Observe - Reaffirms what has been said and captures pattern and behaviour.    
  • Perform - Test and Act our intuitions and delivers insight into how the user might behave. 


User Research Methods by Erik Geelhoed

  • Define Scope 
  • Define Research Questions 
  • Structured Interview one person by skype - Qualitative Data _ what matters to them most, what they find important and what they don't find important. How things do or don't effect them. Questions formulated here can be added to a quantitative questionnaire. Interviews have a high research cost. The interviewer has the flexibility of probing deeper when information is revealed. Sample sizes can be small but is more in-depth than a questionnaire. The logistics can be difficult especially is you want to interview where they use the app.     
  • Focus Group 
  • Observe people - make notes and video 
  • Keep a notepad when observing 
  • Ask user to Keep a Diary to collect data from users over a week
  • Questionnaire - Quantitative Data - Have a lower research cost than interviews but can take longer to design and test out. Sample sizes are bigger but arent as deep as an interview. Simple statistical analysis in Excel.      
Performance Measures
  • Game and Time to completeion, score level, how quickly etc
  • Physiological measures
  • Galvanic Skin response (GSR)set - Adruino (How much you sweat when engaged)
  • EEG - Fluctuations of electricity in the brain.
  • Heart Rate and Blood Pressure    
Computer Logs
  • When the user started using it. 
  • When they ended using it. 
  • How people use games consoles 
  • Frequency of use
  • Log Button usages  
Psychological research 
  • Systematic Data Gathering 
  • Systematic Data Analysis 
  • Systematic Story Telling (Modelling) 
  • Generalises findings for a larger group of people.  
  • Qualitative and Quantitative Research compliments each other. 
  • The Analysis will take time and may require expert advice.    



Research Design and Methodology...

  • If the research is carried out by various team members in different locations, how do you ensure consistency across the study?
  • How will you collate the results so they are easy to analyse? 
  • Which research methods will produce results best suited to answer the research questions? 

Research Questions..



Given the timescale..


  • User Research can be carried out by observing a small sample of users to obtain qualitative research using simple interview methods. http://www.designkit.org/methods/2  
  • A simple 10 question questionnaire can be sent out to users to obtain quantitative research. 
  • The results can be collated on a simple spreadsheet/table. 
  •   




Handbook of Usability Testing : How to Plan, Design, and Conduct Effective Tests

Play as Researcg : Zimmerman

Designing For The Elderly: Ways Older People Use Digital Technology Differently

IDEO Design Kit




Reflection 
I am currently downloading the APK to an Android Device so that it can be tested. I intend to capture the user experience so that I can send the user data to Mike. This should help inform future development.  

We understand that user testing should be carried out at all stages of the design process and that our approach should harness a 'user-centered' approach. However, this faltered early in development due to losing a valuable member of our programming team which has been produced solely by Mike and also due to Zabit, our researchers steep learning curve as well as feedback within the team faltering due to a death my family. In light of this extraordinary circumstances, we have a working prototype.. no mean feat under the circumstances!   

Although there are many features on the backlog which will guide the development of future features, and which will be touched upon in the App Video, we are now focusing on conducting some user testing following the guidelines from week 10. 

The needs of the end user are difficult to understand the needs, aspirations of the end users.