Thursday, April 15, 2010

Thursday, March 11, 2010

Sketches - Update 2










Digital - Top view of the island.



Gameplay sketches

Further Benchmarks


3d Island environment


Beach environments


Palm trees bend in sunset


House ( For gallery design purpose)


Old Door


3D Model of Green Sea Turtle



Screenshot - Left 4 Dead

Monday, March 8, 2010

Sketches - Storyboard






Top view of the island

Thursday, March 4, 2010

Ideation and Benchmarks

Project 2

I'm making an application that educate users about the information of green turtle, particularly the threats of turtles.

For this application, the main character (player) can walk around on an island, but players can't simply just past through every single area if they can't obtain a key to unlock the door to the next stage.

The island is divided into few sections.

Section A : There will be a small gallery for some basic knowledge about the turtle, where player can gain some information from the gallery and answer the question to obtain a key. Once player has the key, they are able to unlock the door to next section.

Section B : In this area, there will be some information about turtle's nesting. Player can walk around and find the answer, whether to ask the turtle( Turtles can talk and give some hints to player for the answer) Beside answer the questions, player need to shoo the birds (predators of juvenile turtles) to save them. If player fail to do so, they can't proceed to the next section.

Section C : For this section, players need to gather information of turtle's threats, and to do what they(turtles) request. There will be some area which portray the effects of pollution in the water, such as rubbishes, plastic, and so on. Player need to clean up the plastic and try to avoid the turtles nesting area being destroy (where players need to choose the correct answer regarding to the threats of turtles).

Once player completed all three section, players can go through the final door and that it !

In application.
Mini Map - mini map is to provide so that player won't get lose in this island.

Sign Board - an assist to mini map and tell player what is the place (example, turtle nesting zone)

Guide Button - to guide player that whether the object can be interact or not. (example, if player go closer to a green turtle, there will be a something to pop out whether in the middle or the top of the screen, and say "Press [E] to talk to the turtle" ) , so that player can know that the turtle can be interact. If player stand closer to an object or a place where has the interaction, there will be an icon (eg. [!] , [?] ), if player go closer, the icon will become bigger, so players can eventually find out there will be something to interact nearby.

Door - there will be a door between each section but locked. Player need to obtain a key to unlock it, the key can be obtain instantly once they trigger and make a correct choice (eg. answer the question correctly)

Sound - environment sounds such as birds, ocean waves, nature, footstep( if possible), alert sound and so on.

Layout - the layout will not be complicated, I will try to make it simple and not including too many unnecessary elements.

Graphic - I intend to make it a semi realistic and semi anime style. Like for green turtle, i might make it not exactly same as the real one, but to apply all the elements that a green turtle has. ( colors, body size)

Below are some benchmarks that I need to use for my application design.

Environment and Style



Screenshot from Ragnarok Online 2

This is how I want my virtual world environment look likes, but in my virtual world, but of course not including the main character.


Screenshot from Tenchu 2.
The "?" sign at the bottom left shows that there are some object nearby.
I plan to apply this feature to my application.


First Person Camera - from Left 4 Dead 2


Screenshot from Harvest Moon



3D turtle modeling




Beach


Beach in Tioman Island, Malaysia


Helon Island, Australia


Hawaii



Door


Bridge


Screenshot from Earth Eternal.


A map in Ragnarok Online
I want to use this as my benchmark to design my virtual world, the island's top view is based on this reference.

Other benchmarks

Seagulls - the turtle predator





Polluted beach and sea.

Sunday, February 28, 2010

Project 2:

Turtles are one of the reptiles with hard shell.



Green Turtle
- known as chelonia mydas, binomial name
- named as green turtle because of its shell color.
- a large sea turtle of the family of cheloniidae
- spend most of their first five years zones within the open ocean.
- may live in the wild up to age 80.
- can be found in tropical waters throughout the world.
- migrate long distance between feeding and nesting zones

Appearance
- Turtle's plastron is hued yellow.
- Hatchlings green turtle's carapace change color from black to various color patterns.
- Juvenile's carapace change from dark brown to olive.


Juvenile green turtle

Adult green Turtle
- 20-50 years to be mature
- 1.5 metre long
- their weight up to 300 kg
- shell - 90 to 125 cm

Habitat
- three types depending on their life stage.
- lay eggs on high energy beaches.
- move to benthic feeding grounds in shallow, protected water when reach the length of 20 to 25cm.

Diet
- sea grasses, worm, change significantly depends on their body size.

Nesting
- nests between 3 to 5 years.
- Incubation take about 50 days.
- Lays about 115 eggs in each nest.

Threats
- Many illegal poaching of turtles because of the egg harvesting and foods, and also their skins and shell which are valuable.
- The pollution effects harmfully influenced the hatchlings of turtles.
- Disease "fibropapilloma tumors" killed many turtles and cause problem in many populations.
- Human development near the nesting areas of green turtles, eliminating the nesting beaches.
- According to the survey, only 1/1000 of new hatchlings or juvenile green turtles can grow up to become adult turtle, because juvenile or new hatchlings turtles are lack of self defense which may lead them to become the foods of predators like crabs, marlin and so on.
- Adult green turtle only predators are human being, or the large sharks such as tiger sharks.


References
http://www.cccturtle.org/seaturtleinformation.php?page=green
http://the-return.adamwilliam.com/green_turtle.asp
http://www.turtles.org/atlgrnd.htm
http://earthtrust.org/wlcurric/turtles.html

Documentary and References

The appearance of a green turtle
http://www.youtube.com/watch?v=tkCiyTK_8b4

Green sea turtle lay it eggs
http://www.youtube.com/watch?v=IPjIi0-mT6A

http://www.youtube.com/watch?v=K-07n8lsRUQ

Monday, February 15, 2010

Update 2 (Digital Sketch)

I did an update to my first post, by adding sketches, and arranging the points. But, I will put my new update to new post to avoid any confusion.

So this is the first digital sketch I have to show what actually I want to improve.


I moved away the description of dog's from the page, and added in visual element, use Icon to display the dog's friendly, playful, loyalty and so on. There was a "HELP" button on the top right corner, which are to display the extend information. For the top banner, I edited the font type to the one that can be more appropriate for kids, and the "Kennel", I added the kennel icon to make sure kids know what kennel is?. I also change the color that would be suitable for target user, especially kids. I try to make sure everything that are fit into this small screen space, and not to exceed the screen space, I will at least give some breathing space to user.

So far my icons design are still developing, for example, look at the first post, in icon section, which I posted few days ago, or I will just put it here again. Those are the icon design which I looking for, simple, small, and enough to show what is the meaning of the icon.


Next, I will show my ideation for the problem below.

The original 1, there are no any instruction to determinate how we user can interact with their dogs, I can see that many users ask for help on internet regarding how to control the touch pen in this part. So, my idea is, put a "help" icon on the top right corner, which we can click it, and the first screen will display list of instruction to use, with the scroll arrow beside to solve the screen size limitation problem. Same as the first problem I faced, if the instruction are only with text, kids might not understand, so I put the combination of pictures and text in order to help the user who didn't understand too much of the description.

There are still a few problems that I need to improve, but for my next digital sketch, I will edit in this post to make sure it won't looks complicated.

Saturday, February 13, 2010

Virtual Application



Title : Nintendogs

Target Audience : Aged 4 and above

Platform : NintendoDS

Publisher : Nintendo

Nintendogs is a pet simulation game that teach players how to care and train dogs.

It's a very well-known educational game, and it's suitable for many players from different age range and genders.

In this virtual world, players can interact with their virtual dog. There are few different techniques to interact with their dogs, so that players must learn how to actually interact using the NDS touch pen. There are few voice commands such as "Sit", which to call their virtual dog to do such action. Players can name their virtual dog in different and they have to do it in the early period of the game before more interactions to introduce later in the game.

Problems that I identified :
Can kids get the information from text without any visual?

Some icon design are making players confusing (especially kids)

How do players know what types of interactions can be use in the game?

1. Interface
The pet descriptions are full with text, which is difficult for a children to understand the attitude of the dog. For example, the pet descriptions (screenshot below) , which can be visualizing into icons or images that children can easily understand without reading the description. Children like to learn things from pictures rather than texts.

Suggestion
Some icons can be put into this part to make sure children are able to get the information, or put any button that can extend the information through another screen or pop out box. Not only for younger age children, even teenagers and adults can find it to be more helpful because people like to learn from visual rather than text, so that, the information can be
transmit through both visual and text.


Example screenshot of gameplay from internet

Sketches (coming soon)




The sketches above show some of my ideas base on how to use "visual" instead of "text".
Icons are able to transmit message to the users with the it's shape and design. Since the screen space is not big enough, so that the icon size will be big but will still give some breathing space to the user. Without breathing space, people might feel lost and the screen will looks complicated. This is a simple design with the use of icons to show what type of dog those are.

2. Icon
Many icons design of this game are considered good, but there are certain icons which might need improvement to fully transmit the message to the audience, especially kids. Some icons for different items from the game are the same, so it may cause confusion to young age player.

Suggestion
For the improvement, icons design should be design in different way. For example, different items go for different icons should be much more appropriate for users who can't actually understand the meaning of the description of items.


Example screenshot of gameplay from internet

For both Interface and Icons improvement, the icon designs must be able to show what we want.

The icons above are the reference that I found on internet.

Those are just simple icons, but it's enough to explain what is the meaning of the icon, mean that, icon designs should be simple but effective.

3. Navigation
How do players know how to interact with the virtual pet? The button and sensor are crucial for this part. For adult, they might able to look for guide or tutorial whether from internet or any other magazine, because if you're in the middle of the game, there is no any help button to help you.

Suggestion
A help button in the 2nd screen is enough to place in the tutorial or guide for how to control the touch pen. The information will be display through the first screen. (sketches will be upload later) The navigation not only created for adult players, but also kids, because since the target user are aged 4 and above, so that the design layout and navigation should fit the kids as well.


Example screenshot of gameplay from internet

Sketches




To guide user how to interact with their virtual pet, the instruction of how to use the touch pen is important. So here, I put a "HELP" icon on the top right corner, if players have no idea how to do the command, they can click on the icon, and the instruction of how to use the touch pen will be display through the first screen, and it will display in pictures, and a short description beside it. I put directional arrow in the pictures to make sure users are able to follow the movement of the arrow to control the touch pen. If the instruction are only text, kids can't actually get what it mean. Pictures are important in kid's learning and development.

4. Layout
The overall layout looks nice just for certain part, looks a bit general and not fill up with pattern and shape that can attract younger age or even female players. The interactive button are sometime cause confusion because of the layout design, whether which button can be click, and what it's function.

Suggestions
Apply some pattern or modify a little bit of the shape for the elements in the game will improve a little bit, but it's important to make it simple like the original layout as well, and to make sure the users don't always get confusion in this game, especially during the early period of the game.


Example screenshot of gameplay from internet

Sketches




The sketches above show some different layout of a game scene. The original layout of the game, most of the designs are just general shape, such as rectangle, box, and circle without any pattern design. Since kids like more pictures, so the shape can be design and apply with some pattern, or the shape that looks like an object, such as books, tree, dog, or any other objects which are able to attracting the kids. Some of my design above which I just applied some pattern and simple shape. Since the screen space are restricted, so that the design can be just some simple patterns which are enough to give some theme to the layout.

5. Color
The color for the overall game looks fine but just for some parts, the color is not strong enough to attract children. Children usually like bright color because those thing looks interest for them. Yellow is quite fine but just some part of the color can be change, for example, different page, some design can be fill with other color instead putting the same color for all the box, button and so on.

Suggestion
The color can be modify depend to what the target user like. For kid, they usually don't like dark color. For girls, most of them like pink color. But this is a game that to teach us how to care for a dog, mean it's included with cute element, so that the color should not go for darker color, such as black (except for certain icon designs). Red, pink, or yellow are much more appropriate for the color of the game.

Digital version of sketch with color will be post here.

Some findings that I found
Imagery and Children's Learning: Putting the Picture in Developmental Perspective
http://rer.sagepub.com/cgi/reprint/47/4/585.pdf
It show that the children's learning process in different age range.

" There is no doubt that even very young children's recognition
memory for pictures is very good. Brown and Scott (1971) showed
that preschool children (4 to 5 years old) performed at ceiling on a
recognition task, even when the recognition task was made
difficult by presenting a long list and perceptually similar picto-
rial stimuli (Brown & Campione, 1972). Pictorial recognition
continues to be very good throughout childhood "

Vol 47, No. 4, Page 600.

" However, is recognition memory of pictures better than recog-
nition memory of words? Perlmutter and Myers (1976) found that
2½- to 5-year-old children performed significantly better on a
recognition memory task with picture lists than word lists.
Corsini, Jacobus, and Leonard (1969) observed the same effect
with 4½- to 6-year-old children. Jenkins, Stack, and Deno (1969)
found that second graders performed at a higher level in a
pictorial recognition task than in a word recognition task. Bird
and Bennett (1974) showed that children 4 to 10 years old
recognized pictures better than words. Thus, there is good reason
to believe that pictorial recognition is superior to verbal recogni-
tion through much of childhood (i.e., at least from 4 to 10 years
old). Moreover, it is likely that recognition of pictures is superior
to recognition of words at all developmental levels, for adults also show higher picture recognition memory than verbal recognition
memory (e.g., Shepherd, 1967) "

Vol 47, No. 4, Page 600~601