Larry’s Assement of the Kid’s Team Interviews

Gory Mindless Violence
Seemed to be what the kids like the most in a game. Now, I am not one of those people that thinks bloody violence in a video game causes children to grow up to be axe murders. There have certainly been plenty of murders, serial killers, and all around violent crime long before video game a TV violence became a staple in the media culture. We discussed some ways to incorporate some goriness into the game, but I am not sure that this should be the focus of the group’s efforts. This is an interface/interaction design class, so we should be more concerned with the various aspects of the interaction between the users, the Eye Toy, and the game.

Other Music Related Video Games
Our game is going to be based on interactions that create music in a video game environment. Previous examples of games along these lines include Donkey Konga and Karaoke Revolution. Both of these games use alternative means to interface with the game. For example, Donkey Konga comes with a set of bongos that interface into the game play. A player must match various rythms in the music that are notated on the game screen. Karaoke Revolution uses a microphone that the player sings into. Both games score points on how accurately the player mimics the music being played during the game. Using the Eye Toy as an interface is a natural extension of the concepts behind both of these games. In our case, the player will be able to use his or her own body to control the music of the game. The question is, do we want to continue on the theme of these other two games and have the player try to mimic the music being played by the game, or do we envision another type of game plays that moves in other directions?

Kid ’s Team Input
So, besides gory mindless violence, what other ideas did we glean from our session with the kids? Amy pointed out in our debrief that the kids where more interested in the specifics of the game play then how their interactions would control the game play. I do not think that this is such a bad thing, and should not have been unexpected. Raskin and Norman both point out and strive to attain interfaces that are both mindless and monotonous. What does this mean? It means that user is not thinking about what they are doing, only about the task they want to achieve. When these kids talk about video games, they are not thinking about how the interface of a weapon selection process works, or what button shoots this gun. When immersed in game play, they are thinking ‘I need to shoot this guy with this gun this many times to kill him’. At this point the interface is transparent and the player is only thinking about the task at hand.
So I propose that we leave the interaction/interface design to the ‘future experts’ (Larry, Amy, and I), and use the kids ‘expertise’ in what makes a fun game. Of couse, this is the only way to do this, since the kids had no real input on interactions and interface issues.

Ideas From the Kids That I Liked

  • Overall Story/Gameplay: I really like the idea that the player starts out as a nobody playing in sleazy bars in places like Podunk, Kentucky. They better the player gets and the more experience he or she collects moves him/her closer to the goal of playing some prestigious place such as Madison Square Gardens. This will give the player goals to work towards and serve as a marker of progress in the game.
  • Head Cutting Contest: Being able to play head to head against other players is another desirable way to enhance game play. When playing music, this is referred to as a headcutting contest. Typically, to musicians alternate back and forth between solos, each trying to out play the other. If you have ever seen the movie Zoolander, you have seen a head cutting contest between two runway models. Although this example is not musical, you can get the overall idea of what this type of contest entails.
  • Audition: This would be the tutorial part of the game. This is where the player hones his skills, readying himself for the big time. This part could take place in a garage or a basement, and the players parents or neighbors could periodically come over and yell at the player for being too loud.
  • Audience Participation: Another great idea that came out involved the audience. When a player is playing below a certain predetermined skill threshold, the audience might start throwing things at the stage. This would require the player to ‘dodge’ the objects. The worse the player plays, the more objects he has to dodge. If he gets hit too many times, the screen becomes blurry and the player eventually passes out, and gets kick off the stage. Riots may sometime ensue. If the player improves his play during the ‘concert’, the audience that switches from throwing things, to clapping and cheers.

  • Guitar Smashing: Its rock and roll. You should be able to smash a guitar somewhere in the game.

  • Freebird: Somebody needs to yell ‘Freebird’ from the audience. This is a requirement.

AK KidsTeam Debrief

Game Set-up / Background Info

A musician sets out on the road to fame and fortune. Through the course of a musical tour, the player achieves greatness by playing successfully at a series of tour sites.

The game starts with an audition round which serves to teach/test the player’s ability. Once the player passes the audition, progressively more difficult stages of the game begin. Successive stages are characterized by improved and larger venues.

In addition to the general game play, objects will be thrown at the musician. Depending on their progress in the game the objects may be reward-type objects (money, flowers, love notes) which the player would want to “catch” for points or punishment-type objects (food, soda cans, small animals) which the player would want to “dodge” or points would be deducted.

KidsTeam suggested one prize for “winning” would be the game plays back your favorite song. This could be enhanced by allowing the player to accompany their favorite band in a rendition of song.

Kids Team members agree that the game will be improved if players have a variety of music genres from which to choose: Rock, Country, Orchestral, Rap/DJ. Music from other geographic regions provided an interesting topic for consideration – -particularly given the array of unique sounds the instruments might make. Music of the undead was explored as a possible music genre or as a possible Bonus Round feature.

Player attributes

KidsTeam members seemed interested in the possibility of customizing their on-screen appearance through digital costuming, gender changes, tattoos, piercings or other effects. They were equally open to their own image displaying on-screen or the use of avatars to represent themselves.

Suggested enhancements

  • Player attributes: Mohawk, Tattoes,Piercings, Gender change
  • Interface design:

  • Audio:

  • Level 1 Audibles (No audience /Small venue): bottle rolling across floor; burp, cricket chirping.
    Level 2 – small venue audibles: disparate or limited applause (slow clap), family shout-out

  • Visual
  • Country genre: Dog sleeping nearby. Pigs in the background.
    Other: Guitar smashing component.

KidsTeam Outline: Mtg 1

Introduction (5 mins)

  • Introduce selves & kids

  • Census on Games

  • What’s their experience level with video games? What are their favorite types of games?

  • Does anyone have a game system? Which one? How often do they play?

  • Does anyone have or has anyone played with an EyeToy?

  • What is their exposure to Music—Do they play any instruments or take musical lessons?

  • What types of music do theydo they listen to? Who are favorite artists?

Overview of project—Music + Motion + Eyetoy. Research team should indicate current status of EyeToy and possible limitations (motion pickup)

AirBand: Motion Activity (15 mins) Informs Instrument Visualization
Research team will explain that audio from the game will be generated by players’ motions but that the motions need to be pronounced to be picked up by the EyeToy device. KidsTeam will mime actions for an array of instruments. Examples…

Guitar, Bass Guitar
Drums ( all varieties: Timpani, conga, snare, bass)
Bass, Viola, Cello, Violin
Saxophone, Clarinet, Flute, Piccilo
Trombone, Trumpet
Keyboard, Marimba
Cymbals, Maracas, Triangle
Tuba

Req’d equipment: Space for 4 middle schoolers to flail around safely

Music Sample Activity (20 mins) Informs Motion Activation and Interface Design

Research team will play samples of music. KidsTeam will alternately
1) describe/ act-out what physical activity corresponds with the music
2) sketch a representative display (what they think would be on the monitor)

Req’d equipment:
Music Sample CD and CD Player— LK
Drawing Paper, Crayons & Markers

Discussion: Competition Element (10 mins)
Cue questions:
Do you think it is important for a game to be competitive / have a winner and loser?
What are some ways you could stage a musical competition?
How would you know who wins?

Req’d equipment: White board/Flip Chart & Markers

Debrief (10 mins)
Opportunity for KidsTeam to provide any additional comments or suggestions.

EyeToy Capabliltes

I found a article on the capablities of EyeToy. The following is from Understanding Movement as Input for Interaction – A Study of Two Eyetoy™ Games:

Eyetoy™ is a motion recognition camera that plugs into a Playstation2 game console with USB. The Eyetoy™ games can be played using movements of any part of the body, but tend to be played mainly with movements of the arms. The player has no direct physical contact with the technology; rather their movements are used to drive the interaction by coinciding spatially and temporally with buttons and game events that the player can see in a projected image of their body in the middle of the screen, together with the gamescape.

Accuracy is determined by the camera’s resolution and processing of frame rates. The camera is tailored to recognise specific objects in particular environments and is unable to cope with different objects, multiple objects, occlusion and changes in lighting. In terms of the technology and application, the Eyetoy™ camera functions successfully as long as sufficient coverage of the active area of the screen is achieved by the user within spatial and temporal constraints. During game play, only delimited areas of the screen are active (able to register input motion) at any point in time depending on the game context. The technology is constrained to detect movements only in the x-y plane and does not register depth as movement in the z-plane. There is an optimal distance for motion recognition given by a certain calibrated distance from the camera.

The technology is a GUI/movement hybrid, relying on movement for input and providing the players with feedback through graphical/visual and aural means. This positions the movements produced in the interactions with this technology amongst the intended candidates for evaluation with both frameworks being studied.

The available games for the EyeToy are: Play (contains 12 mini-games), Antigrav, and Play 2 (12 mini-games).

I suspect future EyeToy games will use Force Feedback (the technology that makes gamepads rumble) accessories with the games. For example, if the user is playing a swordfighting game with the EyeToy, the player will be holding a small controler, which he/she can move like a sword. Every time the sword hits something in the game, the controler will react in the player’s hand.

Music + Movement + Eye Toy

Group Outline v 1.0

Team member & Area of Research
Larry K. > Music & Cognition
Amy K. > Sociological factors & child interviews
Larry W. > Gaming technology

Considerations for kidsTeam meeting…

  • Music genres

  • Relevant motions to complement music

  • Display environment / artifacts

  • Usage of child’s image or avatar in interface

  • On-camera comfort level

  • Inclusion of a competitive / social aspect

Interviews with Middle Schoolers

Hi guys,
Here is a synopsis of my project activities this week.
To get a feel for the nature of kids and their daily activities, I conducted two initial interviews. One with Alison, an 11 year-old who attends the Eastern Middle School reading & writing magnet in Silver Spring, and a second with the parents of Halle (10) & Ellie (13), who attend middle school in Iowa.

While such a limited selection is hardly scientifically significant, it did provide a couple key insights that can inform our notions about 10-14 year olds. One thing that the parents of Halle & Ellie made clear is that there is an enormous difference in the scope of the world between the ages of 10 and 13.

Schedules are pretty standardized. Kids go to school; attend classes; go home; do homework and then play. There’s more flexibility on the weekends with play dates, sleepovers. Alison enjoys spending time outdoors—riding bikes or walking with her parents or younger brother. Halle & Ellie don’t spend much home-time outside.

COMPUTERS
Rules….
There seem to be clear rules about what is appropriate computer usage and the children follow them. None of the girls is allowed to IM or participate in chat rooms. No downloading is another rule in Alison’s house. She has a very clear perspective of the fact that there are dangers online and that people are not always what they seem.

Computer usage is a privilege that they don’t want to lose by doing something outside the set parameters. Perhaps for the same reason, there seems to be a clear cooperative nature for the use of the computer in the house. Alison and her younger brother play games together – or one watches while the other plays. There is an easy give-and-take of computer use between Halle and Ellie.

GAMES
Alison plays games online. She likes word games, particularly, and games on miniclip.com, the sites for Cartoon Network and Post Cereal. She doesn’t have a game system in her house. Halle plays games on websites spin-offs of her favorite shows/networks. Ellie has a PS2 but plays it “as a last resort.”

Alison mentioned she thought boys might be more interested in video games (and girls in cell phones). It might be helpful to get some input from the population in question.

PHONES
As kids get older, the desire for a cell phone seems to increase. Alison did indicate that more 7th graders in her school had them and “a lot of the 8th graders did.” Halle doesn’t have one. Ellie had one, as did “all her friends.” Alison didn’t really feel the need to have one even though some of her friends do.

Amy

Cognitive and Motorskill Abilities of Children

Hello, Larry and Amy. I set up this blog so we can have a place to collaborate on our project. I am giving you both administrative rights to this blog so we can all have equal share and access to editing the content. I will email you the login information.
First, I have added a set of links to the sidebar that point to PDF’s of research I found on the ACM library site. These will be good sources for us to use in deciding what our project will focus on, and will also be valuable when it comes time to writing our reasearch papers. I tried to make the titles each document coincide with the content of the PDF’s without making the names too long.
Also, feel free to add links to the sidebar at the side. Currently, I only have links to the class website and to the Eye Toy web site. Anything you find on the web that pertains to this project should be inlcuded here.
Let me know if you have any questions, or if you think doing this stupid blog thing is a dumb idea.

Larry K

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