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In this dissertation, I explore the idea of designing "flexible game systems". A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is "robustness". When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is "versatility". A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. A model of rule-negotiation is introduced as well as advancements in theory regarding unexpected use of software and socially-negotiated play.
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Let’s play our way:Let’s play our way:
Gifford Cheung
under the supervision of David Hendry (Chair), David McDonald, Nicolas Ducheneaut, and Jennifer Turns (GSR)
Designing Flexibility into Card Game Systems
Designing Flexibility into Card Game Systems
2
Overview
Introduction
Literature
Review
Design Reflection
LabSession
s
Analysis
Findings &Implicatio
ns
Robustness
Versatility
Card BoardDesign 1
Design 2
Design Inquiry User Study
3
This is a mother daughter story.
My Scope: Skilled and social play among established friends and family.
3 motivations for playing cards (Crespi, 1956)Gambling, Skill, Social
4
Cards against cards Cards against cards
5
digital
flexible
6
Flexibility is
My CriteriaWhat?
What rules can change?Who?
Designers? Programmers? Players?When?
At design-time? In-between patches? During the game?
PreliminaryContribution
7
Overview
Introduction
Literature
Review
Design Reflection
LabSession
s
Analysis
Findings &Implicatio
ns
Robustness
Versatility
Card BoardDesign 1
Design 2
Design Inquiry User Study
8
Flexibility is
(From a literature review by Saleh et al., 2009)
A flexible choice is one that provides more available choices in the future.
Evans (1991):Designer of Card Game Software
Robust
Able to resist extreme breakdowns that a new requirement would impose
ImportedTerminology
10
Versatile
Able to accommodate multiple use-scenarios and
support them very well.
Versatile
ImportedTerminology
11
Yahoo
! Sty
le Crib
bage
Yahoo! Cribbage
Mom
-sty
le
Crib
bage
Deck of cards
Versatile
12
Research questions
1) Is this feasible?a) How to design a system that is robust and versatile for
gameplay?b) How to support communication when the rules are
negotiable?
2) Design Tradeoffsa) Flexible vs. Yahoo! Gamesb) Adding versatility to a robust system?c) Versatility vs. Robustness
13
Overview
Introduction
Literature
Review
Design Reflection
LabSession
s
Analysis
Findings &Implicatio
ns
Robustness
Versatility
Card BoardDesign 1
Design 2
Design Inquiry User Study
14
Card Board
15
Investigating Robustness byemphasizing manual card play.“Dumb”
Design 1
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Design 2
Investigating Versatility By extending Design 1 for the poker genre of card games.E.g., Semi-automatic functions that track the bets and evaluate hands
Poker Games
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Video demoDesign 1 & 2
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“What now?”Balancing versatility with
robustness
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Overview
Introduction
Literature
Review
Design Reflection
LabSession
s
Analysis
Findings &Implicatio
ns
Robustness
Versatility
Card BoardDesign 1
Design 2
Design Inquiry User Study
20
User StudyUser Study
Goal: To observe players as they use Card Board and as they negotiate the rules of the game.
Approach: Seeking Gameplay and Social Negotiation
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Group A,Design 1:
Part I Texas Hold’em
Part II Dealer’s Choice
Part III Adapt Blindman’s Bluff
Part IV – Free play with Design 2
Procedures
Group B,Design 2:
Part I TexasHold’em
Part II Dealer’s Choice
Part III Adapt Blindman’s Bluff
Part IV – Free play with Design 1
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Overview
24 participants screened out of 77 for above-average
agreeableness and emotional stability in Big 5 Personality
7 sessions 1 hour video-captured, 30 minute group interviews & individual closing surveys
Analyzed qualitatively via thematic analysis & a grounded approach (Strauss & Corbin, 1998)
24
Gameplay
Dimensions of:
Gameplay PresenceAttending to winning the game.
Gameplay ReadinessEverything that helps players attend to winning.
AdversityChallenges in the environment. (e.g. a ski slope has varying
levels of adversity: bunny, blue, black diamond)
As informed by familiar HCI concepts of:
Present-at-hand andready-to-hand(Winograd & Flores, 1987)
Flow(Csíkszentmihályi, 1991)
NewDimensions
25
Communicative
Dimensions of:
VisibilityAudibilityReviewability
(Also: Copresence, Cotemporality, Simultaneity, Sequentiality, Revisability)
As adapted from:
Grounding in Communications(Clark and Brennan, 1991)
ApplyingGrounding toGames
26
Ok, ok, so what happened?
Playing extra roundsLaughterUnexpected Dealer’s Choices of games (Spoons)Broken BettingBathroom breaksMessing around
Michelle: Ahem.Michelle: Get yer cursor off my cards!Danny: hmmm?Lindsay: (chuckle)Danny: oh, sorryTara: laughsMichelle: a little virtual bubble please.
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Analysis
A codebook that describes how players negotiate the rules, communicate, and play when using Card Board.
Highlighting three themes:MundaneityA model of live-tweakingLevels of Readiness
CategorizingNegotiation
CategorizingGameplay
CategorizingCommunication
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Rule changing is boring.Rule negotiation to facilitateGameplay Readiness:
Introducing & teaching rulesNew rules to keep play smoothAsking for rules, clarifications Trying to stay impartial
This is great news!
RQ1: Play &Talk overFlexibility
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ProtocolAsking for a rule in this gameAsking for permission to do a game actionAsking for what to do nowAsking if an action is legalBending the rules temporarilyChoosing a gameConfirming that a rule applies – blocking, waiting for
confirmationConfirming that a rule applies – quickly, expecting a
quick answerConfirming that everyone understands enough of the
rules to move forwardCorrecting a wrong move, or undoImperative commandInstructionReminding everyone about a ruleReviewing official or traditional rulesSetting a ruleSpeculating about a rule (“Maybe”; “If”)Suggesting a ruleUnfinished negotiation about a ruleUnspoken suggestion for a rule
RQ 1.2:UnderstandingRule Negotiation
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Model oflive-tweakingRQ1.2: Messages
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RQ1.2: Messages
Ephemeral, in-situ
On record & retrievable
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Tradeoffs
vs.
Robustness Versatility Full Automation
RQs 2 Tradeoffs
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Yes and natural.Games played:Texas Hold’em, Blindman’s Bluff, Five-card Stud, Spoons, Blackjack along with many variations in betting style
A collection that is infeasible in the fully automatic case
“If you play Facebook social games, you’re alone. You’re playing with other people, but you’re not really talking with them. There might be a chat system or something like that, but it’s not the same as sitting – and this is more similar to sitting in the same room as people.” – Session 1, Sherry (Pseudonym)
RQ1: Feasible?RQ2.1: Contrastwith Yahoo?
34
Automation
Manual vs AutomaticA concrete approach to understanding robustness and versatility
Automation
Related work:Automation vs non-automation in board games (Pape, 2012; Wallace et al., 2012)Chores are fun. (Xu et al. 2011)
35
Analytic Focus
Manual effort in gamesHaving to do it yourself is followed by leadership, deeper engagement in the rules, and a sense of ownership.
(Session 7 Group Interview, discussing the semi-automatic yellow chip)
Anne: I guess it was fairly manual, putting the yellow chip in after your turn. I like things that are manual enough that you have to have some understanding going into it. Like, the game isn't just doing it for you. So, I appreciated that.
Chris: (Session 3) you can kinda do whatever you want to
RQ2.1: Contrastwith Yahoo?
36
Analytic Focus
Automation in gameseliminates tedious chores, influence rule negotiation, helped teach the game. Also: risks an inversi____on
_____of “readiness” in games
(Anne, Session 7 Closing Survey)“Yellow Chip, shuffle, selection/collection of cards/chips, the bet tracker and community cards zone were helpful to me. They facilitate a learner playing the game without confusion/feeling overwhelmed by things to remember. Everything you need to keep track of is out on the board in writing.”
RQ2.1: Contrastwith Yahoo?
37
Analytic Focus
Automation in gameseliminates tedious chores, influence rule negotiation,
helped teach the game. Also: risks an upset of “readiness” in games
RQ2.1: Contrastwith Yahoo?
1. Rule-Ready(understanding enough of the rules to play)
2. Gameplay Readiness(ready to focus on the game, no distractions)
3. Next-Stage Ready(having finished a turn, ready for the next turn)
Readiness & “Go go go”
38
Ready too soon?
Shortcutting rule-readiness
Automation enforces legal play but can throw novice players too early into a complex game.
Summary ofContributions
39
Introduction
Literature
Review
Design Reflection
LabSession
s
Analysis
Findings &Implicatio
ns
Card BoardDesign 1
Design 2
Design Inquiry User Study
Criteria for Flexibility of Game Systems
DimensionsGameplayCommunication
Codebook
Readiness & “Go go go”
mundaneity model “ready”
40
Limitations & Future workNew depths:
to...More dimensions of gameplay/communication
Studying flexibility beyond the laboratoryOther strategies of flexibility beyond
manual and semi-automation
New horizons:Minecraft, First-person shooters
Robustness/Versatility for unexpected use in other domains for appropriation (e.g., smart homes)
41
Precedent
Observation: Precedent as a form of reasoning about rules(Example 1)Bernard: Do we ante in here or do we just do a round of betting?Nathan: Let’s do ante, we were doing ante before so.Bernard: Alright.
(Example 2)David: Yeah, so how many rounds do we play?Nathan: Um, I think until one person dies – er – runs out? ‘Cause that’s what we did last time right?David: Yeah. (Negotiation switches to a different topic)
RQ1.2: Messages
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Games are LawA kind of colloquial legalese in how players
negotiate
A familiar perspective from theorists: Suits’ lusory attitude (1978) ,
the Magic Circle Huizinga (1938) /Salen & Zimmerman (2004)
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In closing,
Game is not all Code
Thank you.
To my committee, the iSchool rich in people, DUB’s open arms,the green cohort wherever we may be, my dissertation support group through the years,my sharp auditor (Natascha K.), to the bowling team, to the phd Happy hour my school away from school, to my thoughtful faithful church,to those who played, wrote, and laughed with me,to Cole & Bianca, to my growing family, and to my loving wife,
45
Research questions
1) Is this feasible?a) How to design a system that is robust and versatile for
gameplay?b) How to support communication when the rules are
negotiable?
2) Design Tradeoffsa) Flexible vs. Yahoo! Gamesb) Adding versatility to a robust system?c) Versatility vs. Robustness
46
Appropriation
“Unexpected use” Perhaps the canonical interpretation of appropriation is that of customization and tailoring by users. Yet we felt that other interpretations, such as unexpected use of technology, or the socially constructed meanings around technology and its use that grow out of users’ practices, were equally interesting and worthy of consideration. (Dourish, Herrmann, Kellogg, & Kunau, 2005)
Consider exporting my design terminology and my understanding of automation on new contexts (e.g., how automation affects the pace of life in a smart home)
47
tradeoffs
Incompleteness When adding automation without letting go of robustness.
(e.g. End-game situation in poker)
Interaction costs
RQ 2.3:Tradeoffs
ManualExtra labor
AutomationDraws attention to
itself(e.g. Visual clutter)
48
Flexibility is
What?What rules can change?Identify richly/meagerly supported features
Who?Designers? Programmers? Players?Authority in negotiation?
When?At design-time? In-between patches? During the game?
Where?Where is the flexibility? (e.g., at the level of all card games like Design 1 or at the level of poker games like Design 2)
UpdatedContribution
49
Rule Negotiation
MentalityLeadership/Initiative
Messing aroundPragmatism
IdealismOwnership
Rule-readiness
Reasoning“That works”
PrecedentFairness & Impartiality
No big reason“That can’t work”
Negative precedent
ProtocolTimingScope
Asking for a rule in this gameAsking for permission to do a game actionAsking for what to do nowAsking if an action is legalBending the rules temporarilyChoosing a gameConfirming that a rule applies – blocking, waiting for confirmationConfirming that a rule applies – quickly, expecting a quick answerConfirming that everyone understands enough of the rules to move forwardCorrecting a wrong move, or undoImperative commandInstructionReminding everyone about a ruleReviewing official or traditional rulesSetting a ruleSpeculating about a rule (“Maybe”; “If”)Suggesting a ruleUnfinished negotiation about a ruleUnspoken suggestion for a rule
50
Gameplay
Gameplay presence
Game GoalState (Stage)
Game Information
Gameplay readinessBreakdowns
(Computer misinterpretation, incorrect play, misunderstood
rules, user error, waiting too long for others,
hands-off!, cumbersome interface)
Fixes (Major, Minor, No Fix, Social
Aspect)
Protection/ProtectionSkills
Other Foci
AdversityInterface
Game
51
Communication
AudioIdentifying Speakers
Asking about the Game
StateDeclaring a game moveDescribing a
move or action
Describing my point of
view
Visual Gestures
Reviewability
AudioGame Log
Game layoutTrailing
Animations
Game move
Passing the Dealer ChipPassing the Yellow Chip
52
a recipe
1. Pick a locale of flexibility2. Decompose automatic functions into a set of
general functions3. Expose these functions to the userCaveat: You may lose some assurances of automation
RQ 2.2:Robust + Versatile
53
Design-time perspective for building towards flexibility.
Meagerly-supported features associated with robustness
Richly-supported features associated with versatility
Complementary Terminology
New Words
54
Who designs the game?
55
Themes
Mundaneity “Ready?” A model oflive-tweaking
57
Audio wins
In the context of having Skype
Unsurprisingly audio is very well-suited for coordinating games, teaching, and negotiating rules. It is lightweight & can convey much or little.
Contra game moves:
Contra text:
RQ1.2: Messages
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