Showing posts with label artefact 3. Show all posts
Showing posts with label artefact 3. Show all posts

Wednesday, 9 March 2011

Artefact three: evaluation

Artefact three was about clarifying whether students respond to combined art/game applications. This idea was brought to my attention through the first two artefacts, as it was evident that students (between 16-18) see their mobiles and the applications within it as a fun, social activity. They want applications that they don’t have to think about too much, are easy to use and can enjoy with their friends.

For the User interface I designed an arty version of Angry birds to test how students respond to bold graphics, bright colours, challenges and prizes earned throughout the game. I discovered that the most vital aspect of a user interface in this context is the bright colours and bold graphics to visually engage the user. Personally, I think that this artefact has been successful because it reflects how important the user interface alone is to the success of an art/game application. It is the first thing that a person sees therefore it will be want grabs the audiences attention or makes them leave the application (especially if it is a free application as there is no money lost).

The bold graphics engage the audience in an eye-catching environment that is unrealistic so it gives people a sense of play. In my opinion art applications can be taken too seriously as people expect them to replicate real life art work but due to the playful nature of the graphics people don’t have these expectations so are willing to be more experimental with it and enjoy it for what it is. For art/game applications to be combined successful I think that the User interface has to lead people to the more serious notes of educational value that people can share through comparisons of scores. Also a way to way the application more realistic in the way that art work is shown is to make the tool be affected by what type of canvas it is being aimed at. The texture will affect both the art- work and the gaming component of the application.

Artefact 3: The results

Through testing/ redesigning the interface of angry birds combined with an art app I have discovered that simple, colourful graphics draw people into game apps however I think that the results point to me developing the concept so that the games can connect with it on a deeper level. This will allow them to form a deeper knowledge base of art through a fun activity. From the previous artefact it was evident that the students want art apps that don't feel like they are doing work, something they can connect over sociably.

This chart could point me in the direction of experimenting further with the user interface by exploring propelling weapon options.

Feedback-
Would you play this game based on the aim of the game? Why?
  • It's a challenge, to see if I could complete it.
  • Because of its simplicity and its longetivity, if made in a way angry birds is made
  • I'd be happy to try the game as the concept sounds interesting. Although I'd worry that it's only possible to draw parabolas of varying colours therefore making multiple levels would be a challenge (as they would all look like rainbows)
  • What happens when you get to Art School isn't explained, and at a guess it would just be the end of the game. Maybe if when you get to Art School you could unlock new art tools, levels or difficulties for the next time you play.
  • The challenge
  • Sounds potentially fun when understanding the objective.
  • Seems like a fun concept
  • as a gamer myself I enjoy really involved games where I feel apart of the game and become involved in its story line. this game would be more aimed at the casual gamer rather than the serious gamer stereotype.
  • because i want more colours and points, im a big kid
  • Not complex enough - theres not enough incentive to win.
  • because the aim is simple,its the doing it tht counts
Also the results from this chart suggest that bold graphics are a big part of gaming and for a successful application bold graphics are a vital part.





Tuesday, 1 March 2011

What to consider with UI design

Android UI Design Tips
Through viewing this presentation it has got me thinking about what makes an app good? It is all about quick and simple functions. If detailed instructions are needed then the app is too complicated so quick actions are needed, such as being able to choose a brush, colour or texture to work with. I have got to think about:
  • How to make the action quick to summon
  • How is my app different?
My aim is still to experiment with merging art app design with game however for artefact three I intend to design a UI and compare it to the rest of the market to see if the audience respond well to it.