These prototypes built were essential to further three main goals.

  • To streamline the mind map, as a form of ‘making to think’ because the mind map had many factors to be catered to and this could establish a scope that was hard to achieve.
  • Generate ideas and develop conceptual models so that it could lead to a cohesive form of the game and help give form to the design statement as a well-knit product.
  • More importantly, before furthering the concept, it was vital to test how this could be achieved at all. Therefore, the main focus of these prototypes was to test the implementation in various forms and to familiarize with the various APIs and libraries out there.

Derivatives and conclusions:

  • can speak to p5 and interact.js libraries smoothly and helps the building of more prototypes to run further tests.
  • Generic Web APIs has elaborate document and code base to use the various smartphone sensors and also interlace them with the above javascript modules.
  • All these prototypes can be hosted easily on the web for easy access and distribution, and they helped generate many ideas for possible cohesive forms, as well as chalk out the initial look and feel of the game, at least aesthetically, if not for the experience.

It is important to note that this prototyping phase did not focus much on the user, because this phase of prototyping was to support the concept, development and the cohesive idea of the game or the product. However, these prototypes were presented as a tri-set collection matched to the three-level design statement and were presented to various users.

  • At Playtech, Parsons School of Design, the users were mainly children between the ages of 12 to 18. While the kids exclaimed adjectives like “cool” and “awesome” for these simple, silly prototypes, their parents and guardians also had child-like reactions such as “This is magical” and “this is actually cute”. However, children are not my intended users.
  • At ‘Angles’, Thesis Pop Up show, the users were mainly adults, 24 and above and included people from academia and students. They had similar reactions to these implementation-based prototypes. Some key takeaways were:
    • They related to the 8-bit aesthetic and the small joys of life
    • They were pleasantly surprised as to ‘how the phone knew they placed it in their pocket?’ or ‘how it knew when they placed it against their heart’?