Prototype Testing with the Kids

On Saturday, November 22, our team met with our kid design partners Rolanda, Garreth and Steven for the purpose of testing our game prototype. Design team members Amy, Larry K, and Larry W conducted the test with Amy serving as team spokes person, Larry W as game play controller and moderator, and Larry K as the observer and note taker for the test.
During the audio/visual set up, before the kids arrived, we experimented with various projector setups. Various ideas had been discussed at previous meetings about the best way for the team to simulate an Eye Toy interface. We eventually came to the conclusion that a single projector set up was the best solution. Positioning the player between the projector and the screen allowed us to use the player’s shadow as the ‘avatar’ for the game. The player was then able to interact with the game interface by ‘touching’ the screen with the shadow of their hands.
We started the test with team member Amy explaining the story line of the game. She then showed the kids the game screen, explaining how each of the elements on the screen facilitated the game play. After explaining how the game works, the initial feedback from the kids seemed positive. Garreth especially like the idea of how the pitch control mechanism worked, noting that he had some experience reading music.
At this point, we let the kids actually play the game. First up was Garreth, who seemed to get the hang of the required movements of game play fairly quickly. He was particularly successful at using the pitch control mechanism. Although the musical staff of the game was fairly high on the wall and seemed difficult to see from the players standpoint, Garreth still was able to ‘read’ the music on the staff in an efficient enough manner to successfully execute game play.
At one point during Garreth’s first round of play, he discovered the part of the game where bottles are thrown from the audience – a game element triggered when a player is doing particularly poorly. At this point, the player must dodge the bottles by moving their bodies out of the way of the bottles trajectory. For a while, Garreth intentionally did poorly so that he could dodge the bottles. The team feared that this aspect of the game may coax the player into intentionally doing poorly to trigger this ‘fun’ part of the game. Fortunately, the reward of getting a higher score outweighed the temptation to dodge bottles, and this part of the game play did not become problematic.
Garreth eventually finished the game with a score of 16,000 points in his first round of play, and 28,400 points in his second.
The next kid to play the game was Steven (aka ‘Bob the Chicken’). Like Garreth, he too quickly acclimated himself to the movements required to play the game, although he had more trouble with the pitch control aspect of the game. When a pitched song event was indicated in the game play, Steven was more likely to just hold his hand over the pitch control without making the required up and down movements. Since our game feedback mechanism was being particularly generous, it is likely that Steven was not being properly penalized for this inaction. As a result, he did not work to improve this aspect of his game play.
Steven finished his first round with a score of 17,400 and his second round with a score of 25,100.
Next up was Rolanda. She too had problems grasping the pitch control aspect of the game play, but still was able to quickly figure out the other elements of the game. The way she played the game brought out an interesting phenomenon. Because this game was quickly prototyped, the music events on the screen (especially the drum parts) didn’t always match exactly to the song that was being played. When Rolanda played the game, and there was a long string of drum events to be played, she tended to hit the drums in rhythm with the audio track. The team found this observation to be interesting in that it demonstrated that the kids where not only reacting to events on the screen, but also acting on what they were hearing as well. This was a satisfying finding, proving to the design team that kids where making the audio/visual connection imbedded into the game play.
Rolanda’s first round of play netted her a score of 23,300 points, while her second round netted 32,000 points.

Sticky Notes Session
Some interesting comments were made by the kids during the sticky notes session. The most illuminating positive comment was made by Garreth, who remarked that the game was ‘fun right now’. He further clarified this point by saying that other game prototypes that he had encountered seemed like they would be fun after further development, and that this game really fun even though it was still an early prototype.
The kids also noted that the game was easy to understand yet challenging to play, making playing it for the first time fun. They also like the part of the game where the audience throws money and bottles. These extra bonus game play events seemed to make the game more challenging and rewarding. The kids also like the fact that the game was physically engaging, and found value in the exercise that playing the game provided.
Even with the mention of exercise as a positive aspect of the game, one kid commented that getting tired was a bad aspect of the game. Other negative comments included that fact that the game only had one song. It was explained to the kids that this was only a prototype, and that the final product would include a multitude of songs of different genre. Another negative comment was that there was only six possible interface items on the screen. The kids thought that more interface widgets would make the game more challenging, making the game more fun.
The kids also had many helpful suggestions for features to be added to the game. They all agreed that having different career paths in the game would be fun. These career paths could include different genres of music and playing concert circuits appropriate for that style of music. The kids also suggested the game should be challenging right away, but not so hard that it would make them give up. They talked about games that they had played in the past that were too easy in the beginning, making them not very fun. The kids agreed that our song was challenging enough for a first attempt, and that the songs should get more difficult as the game progressed.
Other suggestions included making the crowds more unforgiving as the game progressed. This suggestion coincides generally with the concept of making the game more challenging as the player moves farther into the game. There was also a suggestion that called for giving the player the ability to throw things back at the audience, or to be able to crowd surf and stage dive. Multiplayer game play was also recommended by the kids.

Conclusion
Overall, the prototype seemed to be a great success. This was proven by the kids desire to play the game again and again. The kids input before and after the design of the prototype really helped the design team find game play that would be fun for the kids. The entire process seemed to be both productive and successful.

Kids Team Ramp-up & Assignments

The RockStar prototype session on the 12th was a success in that it revealed a number of areas needing revision/improvement before bringing it to the kids.

LWaldman is incorporating the following revisions to the animation…
1. A visual cue is needed to indicate that vocals (in the song) = words (on the musical staff) = microphone (on the playing interface). A microphone icon will be added to the front end of all vocal sections to indicate that the players should “grab” the microphone during the vocal sections.

2. An icon for Cymbals is missing and will be added to the interface.

3. The pitch feed on the musical staff and pitch interaction scale need a visual concept to reinforce their “sameness”. The indicator on the pitch interaction will be rendered as an orange rectangle (the same color and basic shape) to show the relationship between the two items.

4. There are too many drum beats (right and left drums indicated by drums scrolling across the muscial staff feed) for the player to possibly keep up with at this phase in game development. Drums will be pared down to a more playable level.

Sound effects are needed to indicate successful and unsuccessful game play. LK will produce boos, cheers and pitch shift tracks that can be cued manually during prototype play.

AK is handling AV equipment and will bring the portable projector and a red-lamp that may be used to reinforce shadowing.

During KidsTeam prototyping, LWaldman will act as The Computer, translating player motions to keyboard strokes. AKnox will Narrate the process and LKing will take copious notes for post-prototype briefing and future development.

EyeToy Prototype

You can download the exe version from http://student-iat.ubalt.edu/classes/waldman/etmusic1.exe

I tried making it playable in the browser, but when I tested it the sync between music and animation was way off.

A lot fewer drums in this version.

Sorry Larry K for not using the different pitches. I would have had to added more buttons to press during gameplay. I figure the fewer buttons I have to press the better.

Keyboard commands:

‘spacebar’ to start.

‘r’ to reset game during gameplay or after game finishes.

‘j’ player hit button at correct time. +100 pts.

‘h’ player missed. -100 pts.

‘n’ for animation of bottle hitting player. Best to press ‘n’ while bottle is in air. -100 pts.

‘m’ for animation of player catching money. Best to press ‘m’ while money is in air. +100 pts.

Bottle animation plays when this score reaches 2500 pts. It plays again every -500 pts below 2500.

Money animation plays when score reaches 7500 pts. It plays again every +1000 pts above 7500.

Have fun.

Larry W.

11/15 Prototype Update:

The bottle will throw after 5 boos in a row regardless of score. Player will not loose points if money isn’t caught. And there are some other minor changes.

Game sounds

Links to game sounds:
http://extrafancy.net/idia612/audio/don’tFunkWithMyHeart_pitchUpLittle.mp3
http://extrafancy.net/idia612/audio/don’tFunkWithMyHeart_pitchUpAlot.mp3
http://extrafancy.net/idia612/audio/don’tFunkWithMyHeart_pitchDownLittle.mp3
http://extrafancy.net/idia612/audio/don’tFunkWithMyHeart_pitchDownALot.mp3
http://extrafancy.net/idia612/audio/boos.wav
http://extrafancy.net/idia612/audio/applause.wav

Events of the Nov. 5 pre- and post-class meetings

AUDIO: LK’s audio analysis is complete and has been forwarded to LW for incorporation into the animation. LK will also develop four alternative tracks to use for error indicators.

VIDEO: LW is hot on the trail of Flash 8 capabilities and may be able to craft a “playable” prototype by next class. At the minimum, he’ll know by Tuesday (Nov 11) if it’s do-able and, if so, will head down the interactive animation path.

VIDEO ALTERNATIVE: If the playable prototype is not to be, the Team will still use Flash animation in the prototype but take a different route for the interaction – using the camera/ projector/ monitor set-up AK has been formulating as a contingency.

Regardless of prototype option, team will conduct preliminary testing on Nov 12.