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GROUP: 1
LECTURER’S NAME: MADAM AZRINA BINTI
                 KAMARUDDIN

MEMBERS:
1. SHAFEKA BINTI TUKIMAN 161940
2. NOR AMALINA BINTI MOHD YUNUS 163589

                                         1
 PC




       2
 HAND   PHONE




                 3
 interface design for snake game in hand
  phone is smaller than interface design in PC
 colour of design interface in PC is more
  attractive than colour of design interface in
  hand phone
 Play snake game in PC is more challenge than
  in hand phone but for hand phone is easier to
  carry compare to PC.




                                         4
PC                               Phone

Pros:   - Develops fine wrist motor   - Develops fine thumb motor
        skills.                       skills.
        - Readily available: Free.    - Readily available.
        - Develops high achievers -   - Develops high achievers- high
        high score based              score based competition.
        competition.                  – Portable.
        - Easily understood and       - Easily understood and
        recognizable.                 recognizable
        - Alleviates boredom.         - Alleviates boredom.
        - Appeals to large            - Appeals to large proportion of
        proportion of population,     population, due to heavy
        due to heavy reliance on      reliance on phones for
        computers for work &          communication and time-filler.
        leisure.

                                                              5
PC                            Phone

Cons: - Could be considered anti-         - Research has potential
      social.                             to lead to repetitive.
      - Potentially addictive (whether     - Stress Injury (RSI) as
      this is a negative is debatable).   well as eye strain.
      - Does not encourage exercise.      - Could be considered
      - After prolonged use, can cause    anti-social.
      eye and                             - Potentially addictive
                                          (whether this is a
                                          negative is debatable).
                                          - Does not encourage
                                          exercise.




                                                             6
7
How the game will be play:


   It requires a minimum of four players, two players control the movement of a virtual
    snake, two or more players simply hit a small ball around on the table surface. For
    standard play, the players how roll the ball will try to work in tandem with the snake-
    controllers to try to hit the snake's head. This represents the snake capturing its prey. The
    game ends when the snake hits its own tail.


Redesigned:


   High score will be digitally displayed in large font either on 'game arena' or bench of the
    game table, to visible from any angle.
   The table, similar to the Tangible interface design, is touch-sensitive, but necessarily more
    so. As the small ball rolls along the table's horizontal surface, the sensors must detect that
    slight pressure of the ball. The table also acts as a screen, showing the movement of the
    virtual snake, and so the graphics must be quite detailed and real-time.
   The handle-wheels on the edge of the table convert mechanical energy into electronic
    signals which then correspond to a left or right movement of the virtual snake. A key
    design point for these handles is providing variable resistance, acknowledging varying
    strength capacities of users. Also note that the 2 handles each only turn in one direction.
   The table needs to be able to compare the pressure coordinate point of the ball with the
    virtual coordinate point of the snake's head.


User group being targeted: Elderly people.



                                                                                      8
Affective of the game:
 Elderly would particularly enjoy this team-based game and would
   not mind that it is not as a high score focused.
 Customized difficulty for handle-wheel configuration provides
   continuous challenge.
 Fun way of practicing otherwise tedious physiotherapy/OT
   exercises.
 Develops/maintains elderly people's manual dexterity & strength.
 Encourages team work & lends itself to meta-gaming.
 Safe.
Hypothetical scenario:
 A small virtual snake starts to crawl around game arena, whose
   motion is controlled by 2 players.
 The other 2 or more players begin to roll the small ball across the
   screen; either competitively to avoid the snake's head, or
   working with the snake team to hit the snake's head.
 Once the snake's head is hit, its body gains a kink and further
   lengthens.
 Eventually, the snake's body takes up a large amount of the
   screen and it becomes more difficult to avoid a collision with tail
   or the arena's barrier. Thus, a collision occurs and the game ends,
   with high score being highlighted.

                                                             9
Design issue:
 Affordance
     The 2 handle-wheels each turn in only one direction.
      To make usage explicit, place a large arrow indicating
      direction around wheel.
     Probably, the largest initial hurdle for elderly with
      poor eyesight is seeing the virtual snake on the game
      arena. One solution could be to design the table on a
      low level, with controls being a 0.5-1ft higher than
      the table. Additionally, depending on the quality of
      eyesight of users, the relative size of the snake to
      game arena could be manually modified by a control
      panel.
   Feedback
       When game ends, it might be interesting for the
        elderly to view personalized statistics based on their
        contribution to the game. This would be particularly
        relevant for the players at the handle-wheels. As for
        the ball throwers, the game arena sensors would need
        to make estimations on players' individual
        contributions, which may be hard to compile.
                                                      10
11
How the game will be play:
 Child moves snake toy around a designated mat area, to
  reach shapes on the mat which have lit up. An audible
  jingle sound is played when child reaches shape with the
  snake. If the child reaches the shape without the snake,
  then a different outcome occurs. This version of the game,
  then, is not really competitive but exportable in nature.
  There is no winner. The goal is to explore and have fun.

Redesigned:
 The toy snake could have magnets in it which are detected
  by sensors in the mat, to ensure toy has been brought to
  shape.
 The mat itself will need to be pressure sensitive for when
  the child presses the shapes.
 Further development: have various settings which can be
  selected by teacher (e.g. Color of lights, different sounds).

User group being targeted: Estimated 4 years.

                                                       12
Affective of the game:
 Provides maximum sensory feedback, with babies being able to touch, taste,
   smell, listen & see interactive surface.
 Fun world for child to learn.
 Differing textures on mat for child to explore.
 Stress-free environment to learn; not competitive or fast-paced.
 Provides appealing sounds, colors and shape representations for child to
   experiment with exploration-based, thus child may not perform proper actions
   (pulling snake to alighted shape) yet still have a meaningful, enjoyable
   experience.

Design issue:
 Affordance:
      Will the child realize that the snake needs to be dragged along to each shape to
       progress to the next shape? Not necessarily. So one way of giving a hint to the
       child that this is desirable is to make a snake pattern linking each shape to each
       other. The child will then ideally move the snake along the pattern. For further
       development, small LEDs could be placed along the snake patterns which light
       up, leading to the target shape from the current one. (cf. wearable & shareable
       design issues)
   User frustration would also be a factor in this design if, for example, nothing
    happened if the 'correct' action of moving the snake to the shape was not
    performed. Instead, this is avoided by redesigning the interface so that a different
    outcome occurs when shapes are touched without the snake (e.g. shapes could flash
    colors rather than play sound.)
   Consistency:
       Critical: ensuring it is obvious to child that the flashing shape is the area to touch.



                                                                                              13
Hypothetical scenario:
 The corresponding sounds to similar shapes being touched
  are in a family of related sounds (e.g. Drum beat piano
  tune, guitar; rather than very different sounds (e.g. Car's
  engine, piano tune, school alarm)

  1. The lower age boundary young child of about 6-9months is at
    an age of developing basic motor skills and understanding
    cause-and-effect (Smith, 1993; Shaffer, 1999). Around this age,
    children typically begin to crawl, which makes this a perfect
    target age group for a mat touch interface.
  2. Also, this corresponds with an enormous growth
    in intermodal perception, phonemes recognition,
    understanding kinetic cues as well as development of steropsis
    (Shaffer, 1999). Through the use of appealing visual and audio
    feedback, the child is encouraged to explore the play area and
    improve motor skills.
  3. Also potentially relevant is the sequence of cognition
    (Wheeler, 2006). The principle if simple: humans recognise
    shape, then colour, then language content in logos & designs
    (in that order). This could be considered if for this user group
    the mat could also be used to teach spelling of the shapes.



                                                           14
Tangible                         Shareable
Pros:   - User is more engaged              - Encourages group interaction
        (Up to 5 senses)                    - Able to be modified so
        - Excellent for kinaesthetic        interactive table can be used
        learners                            for 'smart board', etc.
        - Good for developing basic (?)     - Develops/maintains elderly
        motor skills                        people's manual dexterity &
        - Encourages exploration and        strength
        exercise                            - Encourages team work
        - Teaches young kids 'cause-and-    - Has potential to be also be
        effect' concept                     played competitively
        - Most natural interface for        Safe
        developing a child's intermodal     - Appeals more to elderly users
        perception                          due to social component
         - Modifiable for multiple babies
        to use simultaneously
        - Reasonably transportable safe



                                                                  15
Tangible                    Shareable

Cons:   - Reasonably expensive      - Possibly prohibitively
        - Not readily available     expensive
        - Possibly low commercial   - May be difficult for elderly
        demand                      to see clearly what is
                                    happening, since snake is 2D.




                                                         16
17

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Snake and shapes early learning mat

  • 1. GROUP: 1 LECTURER’S NAME: MADAM AZRINA BINTI KAMARUDDIN MEMBERS: 1. SHAFEKA BINTI TUKIMAN 161940 2. NOR AMALINA BINTI MOHD YUNUS 163589 1
  • 2.  PC 2
  • 3.  HAND PHONE 3
  • 4.  interface design for snake game in hand phone is smaller than interface design in PC  colour of design interface in PC is more attractive than colour of design interface in hand phone  Play snake game in PC is more challenge than in hand phone but for hand phone is easier to carry compare to PC. 4
  • 5. PC Phone Pros: - Develops fine wrist motor - Develops fine thumb motor skills. skills. - Readily available: Free. - Readily available. - Develops high achievers - - Develops high achievers- high high score based score based competition. competition. – Portable. - Easily understood and - Easily understood and recognizable. recognizable - Alleviates boredom. - Alleviates boredom. - Appeals to large - Appeals to large proportion of proportion of population, population, due to heavy due to heavy reliance on reliance on phones for computers for work & communication and time-filler. leisure. 5
  • 6. PC Phone Cons: - Could be considered anti- - Research has potential social. to lead to repetitive. - Potentially addictive (whether - Stress Injury (RSI) as this is a negative is debatable). well as eye strain. - Does not encourage exercise. - Could be considered - After prolonged use, can cause anti-social. eye and - Potentially addictive (whether this is a negative is debatable). - Does not encourage exercise. 6
  • 7. 7
  • 8. How the game will be play:  It requires a minimum of four players, two players control the movement of a virtual snake, two or more players simply hit a small ball around on the table surface. For standard play, the players how roll the ball will try to work in tandem with the snake- controllers to try to hit the snake's head. This represents the snake capturing its prey. The game ends when the snake hits its own tail. Redesigned:  High score will be digitally displayed in large font either on 'game arena' or bench of the game table, to visible from any angle.  The table, similar to the Tangible interface design, is touch-sensitive, but necessarily more so. As the small ball rolls along the table's horizontal surface, the sensors must detect that slight pressure of the ball. The table also acts as a screen, showing the movement of the virtual snake, and so the graphics must be quite detailed and real-time.  The handle-wheels on the edge of the table convert mechanical energy into electronic signals which then correspond to a left or right movement of the virtual snake. A key design point for these handles is providing variable resistance, acknowledging varying strength capacities of users. Also note that the 2 handles each only turn in one direction.  The table needs to be able to compare the pressure coordinate point of the ball with the virtual coordinate point of the snake's head. User group being targeted: Elderly people. 8
  • 9. Affective of the game:  Elderly would particularly enjoy this team-based game and would not mind that it is not as a high score focused.  Customized difficulty for handle-wheel configuration provides continuous challenge.  Fun way of practicing otherwise tedious physiotherapy/OT exercises.  Develops/maintains elderly people's manual dexterity & strength.  Encourages team work & lends itself to meta-gaming.  Safe. Hypothetical scenario:  A small virtual snake starts to crawl around game arena, whose motion is controlled by 2 players.  The other 2 or more players begin to roll the small ball across the screen; either competitively to avoid the snake's head, or working with the snake team to hit the snake's head.  Once the snake's head is hit, its body gains a kink and further lengthens.  Eventually, the snake's body takes up a large amount of the screen and it becomes more difficult to avoid a collision with tail or the arena's barrier. Thus, a collision occurs and the game ends, with high score being highlighted. 9
  • 10. Design issue:  Affordance  The 2 handle-wheels each turn in only one direction. To make usage explicit, place a large arrow indicating direction around wheel.  Probably, the largest initial hurdle for elderly with poor eyesight is seeing the virtual snake on the game arena. One solution could be to design the table on a low level, with controls being a 0.5-1ft higher than the table. Additionally, depending on the quality of eyesight of users, the relative size of the snake to game arena could be manually modified by a control panel.  Feedback  When game ends, it might be interesting for the elderly to view personalized statistics based on their contribution to the game. This would be particularly relevant for the players at the handle-wheels. As for the ball throwers, the game arena sensors would need to make estimations on players' individual contributions, which may be hard to compile. 10
  • 11. 11
  • 12. How the game will be play:  Child moves snake toy around a designated mat area, to reach shapes on the mat which have lit up. An audible jingle sound is played when child reaches shape with the snake. If the child reaches the shape without the snake, then a different outcome occurs. This version of the game, then, is not really competitive but exportable in nature. There is no winner. The goal is to explore and have fun. Redesigned:  The toy snake could have magnets in it which are detected by sensors in the mat, to ensure toy has been brought to shape.  The mat itself will need to be pressure sensitive for when the child presses the shapes.  Further development: have various settings which can be selected by teacher (e.g. Color of lights, different sounds). User group being targeted: Estimated 4 years. 12
  • 13. Affective of the game:  Provides maximum sensory feedback, with babies being able to touch, taste, smell, listen & see interactive surface.  Fun world for child to learn.  Differing textures on mat for child to explore.  Stress-free environment to learn; not competitive or fast-paced.  Provides appealing sounds, colors and shape representations for child to experiment with exploration-based, thus child may not perform proper actions (pulling snake to alighted shape) yet still have a meaningful, enjoyable experience. Design issue:  Affordance:  Will the child realize that the snake needs to be dragged along to each shape to progress to the next shape? Not necessarily. So one way of giving a hint to the child that this is desirable is to make a snake pattern linking each shape to each other. The child will then ideally move the snake along the pattern. For further development, small LEDs could be placed along the snake patterns which light up, leading to the target shape from the current one. (cf. wearable & shareable design issues)  User frustration would also be a factor in this design if, for example, nothing happened if the 'correct' action of moving the snake to the shape was not performed. Instead, this is avoided by redesigning the interface so that a different outcome occurs when shapes are touched without the snake (e.g. shapes could flash colors rather than play sound.)  Consistency:  Critical: ensuring it is obvious to child that the flashing shape is the area to touch. 13
  • 14. Hypothetical scenario:  The corresponding sounds to similar shapes being touched are in a family of related sounds (e.g. Drum beat piano tune, guitar; rather than very different sounds (e.g. Car's engine, piano tune, school alarm) 1. The lower age boundary young child of about 6-9months is at an age of developing basic motor skills and understanding cause-and-effect (Smith, 1993; Shaffer, 1999). Around this age, children typically begin to crawl, which makes this a perfect target age group for a mat touch interface. 2. Also, this corresponds with an enormous growth in intermodal perception, phonemes recognition, understanding kinetic cues as well as development of steropsis (Shaffer, 1999). Through the use of appealing visual and audio feedback, the child is encouraged to explore the play area and improve motor skills. 3. Also potentially relevant is the sequence of cognition (Wheeler, 2006). The principle if simple: humans recognise shape, then colour, then language content in logos & designs (in that order). This could be considered if for this user group the mat could also be used to teach spelling of the shapes. 14
  • 15. Tangible Shareable Pros: - User is more engaged - Encourages group interaction (Up to 5 senses) - Able to be modified so - Excellent for kinaesthetic interactive table can be used learners for 'smart board', etc. - Good for developing basic (?) - Develops/maintains elderly motor skills people's manual dexterity & - Encourages exploration and strength exercise - Encourages team work - Teaches young kids 'cause-and- - Has potential to be also be effect' concept played competitively - Most natural interface for Safe developing a child's intermodal - Appeals more to elderly users perception due to social component - Modifiable for multiple babies to use simultaneously - Reasonably transportable safe 15
  • 16. Tangible Shareable Cons: - Reasonably expensive - Possibly prohibitively - Not readily available expensive - Possibly low commercial - May be difficult for elderly demand to see clearly what is happening, since snake is 2D. 16
  • 17. 17