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Low-fidelity prototyping for location-based
    social games
    Anne Bowser, Derek Hansen, Yurong He, Dana Rotman, Jenny Preece
1 Prototyping                                                                                                                                                                                       3     Activities
                                                                                                    The PLACE Approach:
                                                                                Prototyping Location, Activities, & Collective                                                                                                     PLACE considers prototyping for
                                                                                               Experience                                                                                                                          activities, user motivations, and
                                                                                                                                                                                                                                   game dynamics more important
                                                                      Designers who prototype mobile games and applications                                                                                                        than prototyping for an interface.
                                                                      are challenged by both the physical constraints of a mobile
                                                                      device and the necessity of representing complex factors                                                                                                     Sessions begin by users
                                                                      like location, social experience, the context of use, different                                                                                              completing a simple, prescribed
                                                                      scenarios or activates, and use over time.                                                                                                                   activity to demonstrate the
                                                    Wizard of                                                                                                                                                                      application. Next, users are
Field Pointer                Website                                  PLACE is an approach to low-
                                                       Oz                                                                                                                                                                          given “free time” to complete
                                                                      fidelity prototyping for location-                                                                                                                           activities they choose from a list.
In the PLACE approach, field pointers are connected to physical       based social games and apps                                                                                                                                  This process provides
objects. Using a standard QR code reader on a mobile device,          that offers a systematic                                                                                                                                     researchers with data about
users are directed to web content that mimicks application            framework for addressing these                                                                                                                               which activities are worth
functionality. We use a Wordpress site, but any easy to use           concerns. PLACE combines a                                                                                                                                   including in future iterations and
content management system would work. Additional                      classic approach to prototyping                                                                                                                              makes the experience more fun
functionality such as awarding badges for completed activities is     with a consideration of location,                                                                                                                            for participants. It also helps
handled using a traditional Wizard of Oz methodology. The             activities, time, and the                                                                                                                                    users generate new activities
PLACE approach extends previous work on in situ prototyping3.         collective experience of play.                                                                                                                               and enhance existing ones.

2       Location
                                                                      We are currently using the                                                                                                     4    Collective Experience
                                                                      PLACE approach to prototype
                                                                      Floracaching, a citizens
                                                                      science game that utilizes
                                                                      crowd sourcing to gather plant
                                                                      phenology data and data for
                                                                      the Encyclopedia of Life1,2.



                                                                        The PLACE approach should be scaled.
                                                                        Initial sessions are run for 1-2 hours with a short list of
                                                                        activities and set number of participants in a small
                                                                        geographic space. Initial findings inform later sessions
                                                                        that are conducted at a larger scale. For example, we are
                                                                        currently conducting a week-long session that spans a
    In order to authentically represent location-based
                                                                        college campus and encourages participants to join at
    experience, users must move in the physical world. The
                                                                        any point in time.
    PLACE approach condenses location to different scales.                                                                                                                                          Social experience is key to many location-based games and
    Initial tests are performed in a smaller space such as three       References
                                                                       1) Bowser, A., Hansen, D., Rotman, D. & Preece, J. (2012). Low-fidelity prototyping for social, location-based game apps.
                                                                                                                                                                                                    activities. PLACE does not encourage testing users in
    floors of a building. Later iterations expand the space to a       In Proc. of CSCW '12 Workshop on Mixed-Reality Games. New York, NY: ACM Press.
                                                                       2) Graham, E., Vassallo, D., Gerrick, S., Han, K., Kang, J. & Hsieh, N. (2012). Challenges of mobile phone-based, GPS-
                                                                                                                                                                                                    isolation; rather, groups of 7-12 participants interact with
    larger scale, such as a college campus.                            dependent gaming for citizen science. In Proc. of CSCW '12 Workshop on Mixed-Reality Games. New York, NY: ACM
                                                                       Press.
                                                                                                                                                                                                    one another in group sessions. Participants with existing
                                                                       3) de Sa, M., & Carrico, L. (2009). A mobile tool for in situ prototyping. In Proc. of MobileHCI '09. New York, NY: ACM
                                                                       Press.
                                                                                                                                                                                                    relationships are encouraged
    PLACE offers a solution to unique challenges of                    4) Li, Y., Hong, J., & Landay, J. (2004). Topiary: A tool for prototyping location-enhanced applications. In Proc. of UIST
                                                                       '04. New York, NY: ACM Press.
                                                                                                                                                                                                    to play together.
    prototyping location such as modeling location context
    and representing complex interaction sequences4.
                                                                   University of Maryland, Human-Computer Interaction Lab www.cs.umd.edu/hcil
                                                                                                                                                                                                                                NSF Award SES 0968546

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Low-fidelity prototyping social location games

  • 1. Low-fidelity prototyping for location-based social games Anne Bowser, Derek Hansen, Yurong He, Dana Rotman, Jenny Preece 1 Prototyping 3 Activities The PLACE Approach: Prototyping Location, Activities, & Collective PLACE considers prototyping for Experience activities, user motivations, and game dynamics more important Designers who prototype mobile games and applications than prototyping for an interface. are challenged by both the physical constraints of a mobile device and the necessity of representing complex factors Sessions begin by users like location, social experience, the context of use, different completing a simple, prescribed scenarios or activates, and use over time. activity to demonstrate the Wizard of application. Next, users are Field Pointer Website PLACE is an approach to low- Oz given “free time” to complete fidelity prototyping for location- activities they choose from a list. In the PLACE approach, field pointers are connected to physical based social games and apps This process provides objects. Using a standard QR code reader on a mobile device, that offers a systematic researchers with data about users are directed to web content that mimicks application framework for addressing these which activities are worth functionality. We use a Wordpress site, but any easy to use concerns. PLACE combines a including in future iterations and content management system would work. Additional classic approach to prototyping makes the experience more fun functionality such as awarding badges for completed activities is with a consideration of location, for participants. It also helps handled using a traditional Wizard of Oz methodology. The activities, time, and the users generate new activities PLACE approach extends previous work on in situ prototyping3. collective experience of play. and enhance existing ones. 2 Location We are currently using the 4 Collective Experience PLACE approach to prototype Floracaching, a citizens science game that utilizes crowd sourcing to gather plant phenology data and data for the Encyclopedia of Life1,2. The PLACE approach should be scaled. Initial sessions are run for 1-2 hours with a short list of activities and set number of participants in a small geographic space. Initial findings inform later sessions that are conducted at a larger scale. For example, we are currently conducting a week-long session that spans a In order to authentically represent location-based college campus and encourages participants to join at experience, users must move in the physical world. The any point in time. PLACE approach condenses location to different scales. Social experience is key to many location-based games and Initial tests are performed in a smaller space such as three References 1) Bowser, A., Hansen, D., Rotman, D. & Preece, J. (2012). Low-fidelity prototyping for social, location-based game apps. activities. PLACE does not encourage testing users in floors of a building. Later iterations expand the space to a In Proc. of CSCW '12 Workshop on Mixed-Reality Games. New York, NY: ACM Press. 2) Graham, E., Vassallo, D., Gerrick, S., Han, K., Kang, J. & Hsieh, N. (2012). Challenges of mobile phone-based, GPS- isolation; rather, groups of 7-12 participants interact with larger scale, such as a college campus. dependent gaming for citizen science. In Proc. of CSCW '12 Workshop on Mixed-Reality Games. New York, NY: ACM Press. one another in group sessions. Participants with existing 3) de Sa, M., & Carrico, L. (2009). A mobile tool for in situ prototyping. In Proc. of MobileHCI '09. New York, NY: ACM Press. relationships are encouraged PLACE offers a solution to unique challenges of 4) Li, Y., Hong, J., & Landay, J. (2004). Topiary: A tool for prototyping location-enhanced applications. In Proc. of UIST '04. New York, NY: ACM Press. to play together. prototyping location such as modeling location context and representing complex interaction sequences4. University of Maryland, Human-Computer Interaction Lab www.cs.umd.edu/hcil NSF Award SES 0968546