Infoplay

Paper Prototyping

Posted by: Shaun Bryndzia on: November 4, 2008

Prototype

This is the first model that had been made for the purpose of testing with a user from the desired target market of kids between 7-10. It not only gives us an idea how a user may interact with the game as a physical object, but also how a game interface may be used and played.

Using a paper prototype of the hand held device, alongside a flip pad that represents the screen interface, the user can navigate through a series of pages that shows the contents of the game as a rough hand drawn layout.

Design Notes

The original game design from previous posts was designed with physical buttons and joypad, but with the analysis of competition game designs, we thought that maybe it would be more convenient for the style of game that it is, to control it via touchscreen alone, which also leaves out complications between using the buttons and screen at the same time.

The Game

Its starts off with the user having to sign in there personal details such as name, date of birth, gender, which would allow the game’s programing to generate a suitable experience for them in using it.

From there, it takes them through the beginning of the game such as their first interactions with the characters. They first can name the creature which then asks them to become involved with the creature by playing games or “feeding” it.

First games are simple enough so that the users will understand what they have to do, which will continue on as an evolving sequence later on as the game is played more.

Once the games are completed, they are rewarded with being able to upgrade the creature.

 

Feedback

• The need for active involvement in controlling certain actions of the character seem to be of importance, eg: jumping, rolling, spinning etc.

• Although the touch pad idea may create a simpler controlling interface, it lacks the touch-ability that kids of this age group want, meaning that it wouldn’t allow kids to button mash. Touch screens also aren’t as responsive as what buttons can be.

• In terms of rewards and upgrades, it was mentioned that an “upgrade meter” should be present which allows the user to see how they are going with their progress towards improving there creature, which could also act as a objective.

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Nicki on Game Design Ideas