An interactive device that encourages physical play through digital games.
Discover possibilities offered by Tramontana,
(a code library for Processing) to design an experience that lies at the intersection of digital and physical medium
Tramontana is a library for processing - A platform for building interactive experiences. It utilizes multiple devices and the sensors within it to create a spacial and immersive experience. Our scope was to prototype with this code and conceptualize various applications.
As a team, we decided to look at the current challenges associated with digital technology to design an application that is meaningful yet fun and unique.
Jesus Garcia Galvez
Processing Tramontana Principle
Digital and Physical Prototyping
Secondary research and interaction with kids and their parents highlighted the key challenges associated with the growing usage of digital technology.
Kids spend twice
as long playing on screen as they do playing outside.
Only 11% of kids aged 2 - 5 can tie their shoelaces but 22% can use smartphones.
3 out of 4 parents said their kids often refuse to play games without some form of technology
“Young children (2 - 6 year old) should not have screen time more than 2 hrs. If they do, they should also spend at least an hour on exercise”
HMW leverage the attraction kids feel towards digital technology to get them to engage in physical activities.
Seek is a gaming platform designed based on the capabilities offered by Tramontana, Processing and machine vision. Two games exploring the different capabilities of tramontana were conceptualized
Parents tag a hidden treat to the device. The device notifies the kids that they can embark on a new adventure.
While on the adventure the kid navigates using the device and follows the direction which ultimately leads them to seek the hidden treat.
This game consists of several theme-based adventures.
Based on the theme the kid has to identify and collect several objects within the house.
Each correct object identified adds points to their account. Eg. The theme could be identifying devices that run on electricity, so the kids start tagging the appropriate objects.
The device also shares additional information about the object tagged for example, how it works, who invented it, what is it used for, etc.
Primary user flow designed for game 1
Developing a hybrid prototype for testing game 1
Create a prototype using Tranmntana code in Processing.
We used the random() function to create an array (library) of paths. Each time the random() function is called, it returns an unexpected value within the specified range. This way we could create multiple paths for the game within the same code.
These paths were then given avatars to differentiate them for the final game.
We experimented using the phones altitude (motion sensor) and playing with the values of roll, pitch, and yaw to change the color of the screen when the phone is turned on the respective axis.
The same values were then used to display the various interactive screens for the final game. As the device is rotated on its respective axis, the designated image is displayed on the screen.
Portotyping key interaction for game 1
Once the child hits the START button the avatar on the screen goes through a ready, set, go sequence to indicate the beginning of the day’s adventure.
KIDS PROMPTED TO NAVIGATE IN DIFFERENT DIRECTIONsS
When it’s time to change directions Seek prompts the child to rotate the device like a compass looking for directions until it prompts which way to turn.
Once the adventure is complete the avatar jumps with joy and the child can claim their treat.
Usability testing was conducted to study attributes and aspects of the game that kids enjoy and refine it further based on feedback received.
The prototype was tested with diverse participants at the Boys and Girls scout club. Each kid was given a chance to interact with the device if it interests them. Post the experience they shared their usage experiences. Parents and coordinator present in the club shared their views on what they observed while the kids interacted with the device.
Learnings from the usability testing are
shared through a video
Participants comments and feedback
Feedback gathered from participants was gathered and bucketed into components or features that worked and those that did not.
Design iterations identified for version 2 based on feedback and learnings gathered through usability testing.
Coding to create hybrid prototypes and value of usability testing
It was a great learning experience to study and understand the capabilities of Tramontana and code in processing. We worked on several iterations of the code and tested multiple times to achieve the desired gaming experience which was challenging yet exciting.
Usability testing the prototype with kids was one of best design experiences for me. I've always loved working with kids and the sheer joy of seeing the kids engage in the game and explore it further was extremely rewarding. Usability testing also gave us so many new directions to develop the game further and validated that we were on the right track.