Prototyping with a Purpose Some content based on GDC 2006, Gingold and Hecker Brent M. Dingle 2014 Game Design and Development Program Mathematics, Statistics.

Slides:



Advertisements
Similar presentations
Quantitative and Scientific Reasoning Standard n Students must demonstrate the math skills needed to enter the working world right out of high school or.
Advertisements

Critical Reading Strategies: Overview of Research Process
Maths and English from Year 3 to Year 9: A student perspective Sue Helme and Richard Teese Centre for Research on Education Systems The University of Melbourne.
Welcome to the seminar course
Are You Right-Brained or Left-Brained? Your learning style is influenced by whether you are right-brained or left- brained.
SE 450 Software Processes & Product Metrics 1 Introduction to Quality Engineering.
Lessons Observed “Gems” Summer of Trillium Sellers (Rose) Director of Instruction at Woodmont Country Club Worked at Jim McLean Golf School in Doral.
Evaluating Requirements. Outline Brief Review Stakeholder Review Requirements Analysis Summary Activity 1.
Presentations & Team Name Position.
Following are two samples of classroom practice. Technology education integrates both procedural and conceptual knowledge based on a holistic view of design.
Speaking at GenCon: People Really DO Care!  Super easy to submit talks  Your description is your pitch  Your description should match your talk  Supply.
1 RUNNING a CLASS (2) Pertemuan Matakuliah: G0454/Class Management & Education Media Tahun: 2006.
From requirements to design
Repeatability and Workability for the Software Community: challenges, experiences and the future. Dennis Shasha,
TI-NavigatorTI-Navigator Robert Kowalczyk Mathematics Department.
Computer Science 162 Section 1 CS162 Teaching Staff.
Chapter 2 DO How can you create a strategic map for your hotel?
Project Workshops Results and Evaluation. General The Results section presents the results to demonstrate the performance of the proposed solution. It.
CS 4730 Play Testing CS 4730 – Computer Game Design Credit: Several slides from Walker White (Cornell)
Test Taking Tips How to help yourself with multiple choice and short answer questions for reading selections A. Caldwell.
Persuasive Writing Writing whose Purpose is to CHANGE MINDS and BRING ABOUT ACTION.
Mixed-level English classrooms What my paper is about: Basically my paper is about confirming with my research that the use of technology in the classroom.
CS 4730 Level Design CS 4730 – Computer Game Design Credit: Several slides from Walker White (Cornell)
Early Design Process Brent M. Dingle, Ph.D Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin.
CAHSEE BOOTCAMP Distinguishing different essay styles ~Ms. Gieser Biographical Narrative Biographical Narrative Expository Essay Expository Essay Response.
CS378 - Mobile Computing App Project Overview. App Project Teams of 2 or 3 students Develop an Android application of your choosing subject to instructor.
Presentation: Techniques for user involvement ITAPC1.
Introduction to Science: The Scientific Method
Visibility and promotion of your team inside Company How to sell results of your team?
Click here to add text Click here to add text. Presentation Skills Presentation Skills are a set of skills focused around interpersonal and communication.
CHAPTER 5 : Focus Establishing Focus The Function of the Focus Maintaining Focus Fleshing Out the Focus Changing Focus Sub-Focuses Using Focus.
Elementary School Science: Emphasizing the Basics Presented by Frank H. Osborne, Ph. D. © 2015 EMSE 3123 Math and Science in Elem. Ed.
Big Idea 1: The Practice of Science Description A: Scientific inquiry is a multifaceted activity; the processes of science include the formulation of scientifically.
The Scientific Method The Scientific Method. What is Science? Study of the natural and physical world based on facts learned through experiment and observation.
Successful Interviewing. Objective Students will be able to anticipate and articulate key job skills and be prepared for a real job interview.
1 Some initial Design suggestions… Getting started… where to begin? Find out whether your design architecture will work… as soon as possible. If you need.
Expository Essays What is it? How do you write it? How do you rock it?
Assignment Paired Prototyping Some content based on GDC 2006, Gingold and Hecker Brent M. Dingle 2014 Game Design and Development Program Mathematics,
Science Fair How To Get Started… (
How to do a good presentation ALI B ALHAILIY. A- Planning the Presentation 1- Write note cards on index cards. Write main ideas on your index cards. Don't.
Scientific Communication
Reflection helps you articulate and think about your processes for communication. Reflection gives you an opportunity to consider your use of rhetorical.
Year 9 Humanities Personal Project Term 2. Contents  The task and outcome The task and outcome  The purpose The purpose  Becoming an effective learner.
Family Game Night! High School (11 th /12 th grade) Statistics Task: Create a new board game which incorporates a respectable amount of measurable probability.
Creating a Game Brent M. Dingle, Ph.D Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin -
©2001 Southern Illinois University, Edwardsville All rights reserved. Today Tuesday Running A Paper Prototyping Session CS 321 Human-Computer Interaction.
AP-1 4. Agile Processes. AP-2 Agile Processes Focus on creating a working system Different attitude on measuring progress XP Scrum.
Science Science is  The process of trying to understand the world  A way of knowing, thinking and learning  Based on observation and experimentation.
How To Help in Early Years
 A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that.
Healthcare Quality Improvement Dr. Nishan Sharma University of Calgary, Canada March
1 Choosing a Computer Science Research Problem. 2 Choosing a Computer Science Research Problem One of the hardest problems with doing research in any.
Where we are now At this point you’ve got your game concept/idea and you need to turn this into a working document (specification) You will know the environment.
Healthcare Quality Improvement Dr. Nishan Sharma University of Calgary, Canada October
Sight Words.
Thinking About My Thinking Working With Friends to Solve Problems Prep students working together.
Multiplication of Common Fractions © Math As A Second Language All Rights Reserved next #6 Taking the Fear out of Math 1 3 ×1 3 Applying.
Computer/Human Interaction Spring 2013 Northeastern University1 Name of Interface Tagline if you have one (80 chars max, including spaces) Team member.
How to structure good history writing Always put an introduction which explains what you are going to talk about. Always put a conclusion which summarises.
Brent M. Dingle Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin - Stout.
June REU 2003 How to Conduct Research Some Rules of Thumb.
Today Discussion Follow-Up Interview Techniques Next time Interview Techniques: Examples Work Modeling CD Ch.s 5, 6, & 7 CS 321 Human-Computer Interaction.
Observing the Current System Benefits Can see how the system actually works in practice Can ask people to explain what they are doing – to gain a clear.
Chapter 2 Notes Ms. Sager. Science as Inquiry What is Science? – Word derived from Latin – means “to know” – A way of knowing – How to answer questions.
Science Journals An introduction to Science Journals.
Game Design For Development
Get thinking: What is the problem, issue or challenge you want to take on? 
THE NATURE OF SCIENCE.
Design Brief.
The Nature of Science.
Presentation transcript:

Prototyping with a Purpose Some content based on GDC 2006, Gingold and Hecker Brent M. Dingle 2014 Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin - Stout

Presentation Outline Prototyping General Info Asking Good Questions How to Decompose a Project How to Measure a Prototype

Using Prototyping Many ways to look at how Prototyping is used Conceptually the same in every case Test something, Prove Something… Learn, Adapt… Let’s look at it from Game Production

High Level Production Stages Have an Idea Discovery Preproduction Develop Sell

High Level Production Stages Have an Idea Discovery Preproduction Develop Sell Prototyping is useful and often necessary

Why Prototype? Most Common: Answer questions – e.g. Will this work? Also – Discover/uncover the unexpected downside and upside – Persuade and inspire YES this will work = PERSUASIVE Prototype Validates the idea What if answer is NOT yes, or not just “yes or no”

Why Prototype? Most Common: Answer questions – e.g. Will this work? Also – Discover/uncover the unexpected downside and upside – Persuade and inspire NO this will not work = DOWNSIDEBUT it does do this and this = UPSIDESo what if we do it like this…

Why Prototype? Most Common: Answer questions – e.g. Will this work? Also – Discover/uncover the unexpected upside and downside – Persuade and inspire Prototypes do NOT GENERATE ideas They VALIDATE them But can generate upsides and suggest ideas

Presentation Outline Prototyping General Info Asking Good Questions How to Decompose a Project How to Measure a Prototype

Important: Ask a Good Question How to formulate good questions for prototyping Focus On – Where do you need understanding? Target other questions in this area Let’s consider some examples questions…

Question Can we make a fun social game between characters? Is this a good or bad question to use a prototype to answer?

Poor Question Can we make a fun social game between characters? Bad! There is nothing to try and test here. What idea do you want to try out?

Question Is the “Leg User Interface concept” user friendly, powerful, and cool? Is this a good or bad question to use a prototype to answer?

Good Question Is the Leg UI concept user friendly, powerful, and cool? Good! It is testable. Build it. Demo it. Ask people about it. Do they need help? Is it cool? Does it accomplish what we want it to?

Question Can rolling around a sticky ball be compelling? Is this a good or bad question to use a prototype to answer?

Good Question Can rolling around a sticky ball be compelling? Good! It is testable. Build it. Demo it. Ask people about it. Do they think it is cool and fun? And do they keep playing?

Question Here is the game description document. – Is it going to be fun? Is this a good or bad question to use a prototype to answer?

Poor Question Here is the game description document. – Is it going to be fun? Bad! It is an idea. But is very unfocussed. It basically would require the entire game to be built, which really is not a prototype. You must deconstruct/decompose the features. How do you reduce a large problem into smaller manageable ones? And stay relevant to the big picture of the project’s idea (it’s vision)? This is a skill to learn.

Presentation Outline Prototyping General Info Asking Good Questions How to Decompose a Project How to Measure a Prototype

Decomposition Examine what you need to know about

Decomposition Examine what you need to know about Divide it into smaller pieces

Decomposition Examine what you need to know about Divide it into smaller pieces Make sure the pieces fit together

Decomposition Examine what you need to know about Divide it into smaller pieces Make sure the pieces fit together Keep track of which pieces depend on others

Decomposition Examine what you need to know about Divide it into smaller pieces Make sure the pieces fit together Keep track of which pieces depend on others Know the bounds of your prototype Decent Size Large Size Huge Size Out of Bounds

Decomposition Examine what you need to know about Divide it into smaller pieces Make sure the pieces fit together Keep track of which pieces depend on others Know the bounds of your prototype Do not overreach Stay inside the lines of your piece

Presentation Outline Prototyping General Info Asking Good Questions How to Decompose a Project How to Measure a Prototype

Measuring a Prototype Metrics – Cheap – Falsifiable – Relevant

Measuring a Prototype Metrics – Cheap – Falsifiable – Relevant Take less effort than the real thing Cost almost nothing (very little)

Measuring a Prototype Metrics – Cheap Agile – Falsifiable – Relevant Adding suggestions and changes should be trivial

Measuring a Prototype Metrics – Cheap Agile Light – Falsifiable – Relevant Typically only one person working on a prototype at a time We use teams of two for multiple educational reasons

Measuring a Prototype Metrics – Cheap Agile Light – Falsifiable – Relevant You should be looking to prove something. You should be able to prove a good idea is good and a bad idea is bad

Measuring a Prototype Metrics – Cheap Agile Light – Falsifiable Make a Claim – Relevant The prototype should be needed to validate or disprove something Example: The [blarg] on the right side of the screen improves [shozbot] more than having it on the left side of the screen If you cannot explain why or what you want to achieve by making a prototype, then you may want to rethink making it

Measuring a Prototype Metrics – Cheap Agile Light – Falsifiable Make a Claim Testable – Relevant How does your prototype TEST your claim? Will it show something is clearly working or not? Design the prototype so it obviously shows success or failure. This is not a theoretical experiment. And the results should not be “open” to much variance in interpretation

Measuring a Prototype Metrics – Cheap Agile Light – Falsifiable Make a Claim Testable Tested – Relevant Tested by others NOT just by prototype’s creator(s) Data collected Explain why the design is this way based on the data

Measuring a Prototype Metrics – Cheap Agile Light – Falsifiable Make a Claim Testable Tested Learn – Relevant Identify and Record: What was learned from the prototype?

Measuring a Prototype Metrics – Cheap Agile Light – Falsifiable Make a Claim Testable Tested Learn – Relevant Prototypes must be relevant to the project at hand Generalizable helps Prototype becomes incorporated into product Code or Art can be reused Design Reuse Reference point for design/development

Measuring: In The Bonus Surprising – Feedback – Upside Downside – Inspiring Persuasive – Fun – Tangible – Clear – Disruptive Good prototypes do something unexpected and useful

Measuring: In The Bonus Surprising – Feedback – Upside Downside – Inspiring Persuasive – Fun – Tangible – Clear – Disruptive Good prototypes get lots of feedback You want people to comment and not just “yeah good” or “yeah bad” If you have to beg to get meaningful feedback Something is off and it could be something major that nobody wants to talk about Like the whole concept stinks or the prototype is “pointless” Good prototypes do something unexpected and useful

Measuring: In The Bonus Surprising – Feedback – Upside Downside – Inspiring Persuasive – Fun – Tangible – Clear – Disruptive Good Prototypes should uncover GOOD and BAD things If all goes as planned with no exciting discoveries or hidden pitfalls the prototype is likely off in some way Perhaps the wrong question(s) are being asked Good prototypes do something unexpected and useful

Measuring: In The Bonus Surprising – Feedback – Upside Downside – Inspiring Persuasive – Fun – Tangible – Clear – Disruptive A prototype should inspire MORE Questions Revealing more fun stuff or problems to investigate WARNING: Eventually the continued exploring must end (be saved for later). This hopefully happens when the problems to investigate are small and the fun is large. If you are lucky you will always think it ends too soon. If you are really lucky you will get to go back and do more (like sequel… oh yeah) Good prototypes do something unexpected and useful

Measuring: In The Bonus Surprising – Feedback – Upside Downside – Inspiring Persuasive – Fun – Tangible – Clear – Disruptive Good Prototypes should Convince people of things

Measuring: In The Bonus Surprising – Feedback – Upside Downside – Inspiring Persuasive – Fun – Tangible – Clear – Disruptive The prototype needs to be cool, exciting, entertaining, FUN! That is what the game needs to be too So in the background the prototype tests more than just a single question People must want to see and play your prototype – just as they would the game They should be excited about what you are doing -Just like they would the game -Again wanting to be involved, give feedback Good Prototypes should Convince people of things

Measuring: In The Bonus Surprising – Feedback – Upside Downside – Inspiring Persuasive – Fun – Tangible – Clear – Disruptive Prototypes are not theory. They should CLEARLY communicate and make REAL whatever they are getting at People should look at the prototype and GET IT The design, the concept, the fun, the interface, whatever. Minimal explanation should be required. Good Prototypes should Convince people of things

Measuring: In The Bonus Surprising – Feedback – Upside Downside – Inspiring Persuasive – Fun – Tangible – Clear – Disruptive Prototypes are not theory. They should CLEARLY communicate and make REAL whatever they are getting at People should look at the prototype and GET IT The design, the concept, the fun, the interface, whatever. Minimal explanation should be required. Good Prototypes should Convince people of things Hopefully that is clear

Measuring: In The Bonus Surprising – Feedback – Upside Downside – Inspiring Persuasive – Fun – Tangible – Clear – Disruptive Prototypes should change people’s minds If nobody is convinced of anything… Then what is the prototype really doing? Good Prototypes should Convince people of things

Keeping the Prototype Prototypes may be labeled “throw away” However – The results must be kept – to be able to Revisit and Reexamine the results A good prototype (and its results) – Will be consulted multiple times throughout development If no one ever revisits it, then perhaps it was not such a useful thing to prototype – The answers it provided were never really in question? – Or the questions were not very useful? – Or it never really answered anything?

Theoretical Questions?

End

Additional Information/Resource GDC 2006: Advanced Prototyping Presentation by Chaim Gingold and Chris Hecker

Design Doc versus Prototype Prototype – Cheap – Interactive – Sexy – Science Document – Really Cheap – Static – Boring – Faith