How it works
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Secondary players' tools
User testing method
I was inspired by Personal Development and my high school and college life
(include my own life experience and others’ life I saw). Because during this
period, students start to decide who they going to be for their rest of life. I’m
very interested in how they making their decisions. They will also be my target
I will simulate the decision make process in high school and college, by making
a group immersive game, which means the primary player will wear a VR
headset, the game will also immerses other secondary players without the VR
headset. By designing a game using virtual reality and asymmetric roles, it will
immerse the players into the action. At the same time, it will include an
antagonist who tries to block the player’s attempt at solving the puzzle, I’m
creating more immersive and engaging interaction.
I’m creating a cross-platform cooperating/competing experience. For example,
if the primary player is playing the game with a VR headset and computer,
secondary players may play the game with papers or some physical
components like toy bricks at the same time.
Playing my game will be visually engaging. I may design this game with low
poly style. Because I my target audiences are young adults in high school and
college. Low poly style is poplar among them, and it looks clean and tidy.
My game will immerse secondary players while helping, killing or controlling
the primary player. Because secondary players will not able to have VR
headset, without VR experience they may feel jealous or unfair. In order to
keep the secondary players being excited, I can either keep them occupied or
offer them a more interesting experience.
The primary player will explore a virtual reality world, and the transformations
in the VR world will immerse the him or her. Based on my Major Studio One
final project, I found that even change gravity a little bit, the player will feel
huge differences. Because Virtual Reality is very powerful in immersing users,
the transformations in the VR world may also evoke physical reaction, for
example motion sickness. It means I can design a very powerful visual
experience based on VR technology.
With or without game controller, secondary players can interact with the
primary player or the VR world. They will be more powerful and have more
responsibilities than my old prototypes. They will interact with the primary
player with conversations, game controllers, physical components or even
gestures. And they will have their only goals, the primary players will be their
tool to achieve it. For example, maybe they can only kick other secondary
players out of the game by controlling, manipulating, misleading or persuading
the primary player or even other secondary players.
1) What are you prototyping with this iteration? (concept, look and
feel, user/audience experience, implementation/production, a certain
piece of your concept, what?). Be very specific about what and why you
are expecting to get out of showing your prototype.
I will make a group immersive game, which means the primary player will wear a VR headset, the game will also immerses other secondary players without the VR headset. By designing a game using virtual reality and asymmetric roles, it will immerse the players into the action. At the same time, it will include an antagonist who tries to block the player’s attempt at solving the puzzle, I’m creating more immersive and engaging sinteraction.
2) What open issues or questions are you hoping to address through
The history of this problem is when there only is one playing in a VR game, others are not as immersed as the player. They only help him to win the game. The only variable is all the players in the game may make mistakes. For example, the player in VR may describing the VR world in a wrong way, or the other players may be misleading the player.
3) Testing Method: What is your tool of choice to get feedback? Why
did you choose it? Briefly describe your tool.
I will use my phone to do the timekeeping, to see how much time they will take to solve the puzzle.
I will use stickers and pens to let them write down how do they feel about the game.
I will take a video with my phone to see how can they interact with each other.
4) Objectively describe the actions you took to implement your
usability experiment/research. Be specific about how you will set up
your prototype how you will monitor and/or engage in getting feedback,
and how you will conclude your session with your participants.
I will research Personal Development, and use that to build my game methodology. I will set up my prototype around a table. So all players will feel engaged with each other. I maybe play the game with them, so I can watch them. I will adjust them game difficulty based on that.
5) How many respondents/participants/users? When and where did the experiment take place?
I had ten 11 users tested my game on 10/29 during Thesis class at our classroom.
6) Who is the participant (use specific demographics you know about your user).
The testers are MFADT students, half of them had not know my thesis before, and the rest of them are in the same section with me. However, this is their first time to see my new idea and prototype.
They are Wei Li Shi, Yunqi Zhou, Vivian Wei, Qianjian Liu, Alaere Jituboh, Hsin Peng, Pauline Hadad, Kehui Liu, Xueer Zhang, Jenna Demchuk,Camila Gernhardt Nakamura, Marcos Scheidt Berenhauser
Results & Conclusions
List five things that were confirmed about your project.
My project can last 10 minutes.
For the player with the path map, it will be less immersive than the player who has the maze map.
I need time limits to make the game tenser.
Most of the players prefer easier game than try to figure out the right way to play the game.
Villains make the game much harder, once people find that there is villains in this game, they may stop trusting anyone. That will make their communication worse.
List five problems or concerns that were raised about your project.
I needed to help them read the maps, my UI is not friendly enough.
Players needed objects of reference to help them locate themselves.
If I did not explain the game, some of the may not able to know how to cooperate.
To make the game more playful, I might need to add puzzles inside the maze.
I need to find a way to keep them talking, so that the secondary players will not feel boring when no one want to talk with them.
Were the results of your test surprising? Confirming?
Some team could win the game with trust issues. They enjoyed them game knowing there was a villain role.
Some player can describe the maze just by “T shape,” “ L shape.”
Keep describing the environment too much will confuse some players.
Villain role immersived the players, and provided conversion topics.
Did your test answer the questions you had about the iteration? What new questions arose?
Yes, I found that my basic function worked well. I need to build a UI system and objects reference to enhance the user experience.
How did the results of your usability experiment/research impact your current thesis concept? If your thesis concept has changed or, if elements of the concept have been refined, please describe the resulting new ideas.
I narrowed down my thesis, and changed it into a more specific way. From showing how know the inspiration, daily life, and life goals work benefits people’s life. I will build my project based on the Personal development theory and my high school and college life, to inspire people to know themselves better.
Are you satisfied with the technical and aesthetic quality (the craft) of your iteration? How would you improve it?
My iteration gave me several useful feedback that can use later on. I will work on the story telling part, UI and game methodology.
What questions need to be answered next? Are you on the right path or do you need to change direction, and if so, how will you do that?
I’m on the right path, I need to know how can Personal development theory apply to my thesis. I got some references, research will be my next task. I also need to test what kind of objects of reference do I need to promote the playful experience. I need to test my game with more teams, so I can know how can add more constraints to encourage players to have more conversions.