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Designing and Evaluating a Dramatic Game. Jarmo Laaksolahti KTH/SICS. Drives. Invent/explore/design games... that have a dramatic structure in which social behaviour and emotions are part of the game mechanics that appeal to other user groups than adolescent males - PowerPoint PPT Presentation
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Designing and Evaluating a Dramatic Game
Jarmo Laaksolahti
KTH/SICS
Drives
Invent/explore/design games... that have a dramatic structure in which social behaviour and emotions are part
of the game mechanics that appeal to other user groups than adolescent
males Wish to work on both the surface
representation and story content generation
Context
Research conducted over a long time in several projects Kaktus - Swedish MagiCster - EU HUMAINE – EU (ongoing NoE)
Methodology: User-centered design
Iterative and multi-tiered approach
Step 1: evaluate the component parts and iterate
Step2: evaluate the finished system
Design iterations
The scenario
The content
Based on anticipatory systems: Contains a predictive
model of itself and the environment
The behavior of the system depends on predictions about what will happen in addition to what already has
The system is executed faster than “real-time”
The surface representation
Extreme long-shot
Cinematography
Cinematography refers to how something is filmed in contrast to what
Three main factors Photographic aspects -emulsion,
filters,etc Framing – what is included Duration – how long a shot is
Examples of shots
Color and shape
Colors affect how we perceive things
Culturally dependant
Red/yellow is generally more positive than blue/green
Rounded shapes are more positive than jagged
Cameras with borders
How do we evaluate this?
We want to know whether we produced a good story and an emotional and social experience
What matters for users in the end is their subjective experience – users know when a story is good
Questions: What methods can be used to evaluate user experiences? Can different experiences (narrative, emotional, social) be
separated? Which experience should come first in the design
process?
The sensual method experiment
Non-verbal self report Intuitive to use Subjective measure (vague) Easy to calibrate for different groups Portable and durable More fun/engaging for the user!
The sensual object set
What can the sensual method do for us?
We don´t know yet… Most likely point to problematic areas,
but probably no details about what is right or wrong
Repertory Grids
Uses personally constructed dimensions to evaluate technology (Kelly, 1955)
Evaluates subjective experiences Step1: Construction of dimensions through
triangulation Step2: Evaluation of artefacts along the
constructed dimensions (Step3: Statistical analysis of the results)
What can RG do for us?
Allows us to understand how users perceive systems without putting words in their mouth
Create a common language for talking about systems
Find important dimensions that might otherwise have been overlooked because we didn’t ask the right question
May help us find more detailed answers to what is right or wrong with stories?
The KARMA projekt – Learning?