Thursday, May 30, 2013

Street Simon Street Demo Day!

We took our gear and headed to Rothschild Avenue to see how the people in the street react to our shiny large buttons.

Preperations:

Dor was on the way to the bus, stopped for a few minutes and did 12 patterns before he had to run 

 Clashers, another miLab project, were nearby and couldn't resist
Dr. Guy Hoffman and a pedestrians performed a duo act. We had to move the game because of the sun- it was hot and the LEDs weren't strong enough
 Liri was on her way to meet her father for lunch, we tried a different setting that was more comfortable for solo players.
 Oren tried a few rounds- his best was 14
 miLab's Dr. Oren Zuckerman joined as well
 A guy with a SIMON shirt had to play our Simon!!!

 Shachar and Alon came back from lunch and wanted something fun and uplifting to do on their way back to the office
 Alon did 15 patterns

All in all it was a great demo- people got interested, played alone and with other pedestrians.

Monday, May 27, 2013

Congrats to Dudi and Dana!

They are SO married. Street Simon is definitely here to support the handsome groom and beautiful bride! Dudi has a bow tie!

Sunday, May 19, 2013

Street Simon New Concept Movie!!!



A huge thanks goes to all the the participants- Dana, Uriah and Dandan Perciger-Cohen, Amir Buxaum and of course our own Doron and Dudi!

Thursday, May 16, 2013

User Study Teaser + Conclusions


1.      Seems like participants are divided to 2 groups: those who know SIMON understood the interaction very quickly. Those who don’t, need more time to explore the game interaction.
2.      More challenging = more fun when you progress in the game (stage 7+). We might start the patterns at 3.
3.      Adults prefer to play alone but enjoy the help of their friends. Kids (up to 13) intuitively prefer to play together and divide the colors.
4.       People heading in different directions are stopping and gathering around.
5.      When Simon is not played the lights do not attract potential players. People are coming when they see someone else playing and willing to wait for a try.


Comments we got about design and game possible improvements:
1.      Change the sounds to different and more pleasant sounds (different sets of sound)
2.      Would like to step with all body on the buttons (Like the Piano in big)


3.      People suggested to place Street Simon in- places where we need to wait (bus stop + queues) but also parks and kids play gardens. The popular reason was "because time passes fast while we have fun".

Tuesday, May 14, 2013

Refined Concept

A few brainstorms later- we have a more accurate definition for our project.

Here are our focal points:
  • Living in a city can be stressful at times (especially in comparison to living on the country-side or smaller towns) and our aim is to provide a pleasant experience that will distract the pedestrians of their worries and stress
  • Waiting for a red light is a good time frame and location for this purpose- while we wait we get even more stressed and tend to choose stressful activities to pass the time (or not wasting it) such as checking another work related email
  • The game can still be played by a few pedestrians in each side but we decided to remove the "other side" scoreboard and focus on the interaction between the same-side pedestrians

Another type of Simon

Thanks Tamar :)


Monday, May 6, 2013

User Studies


Second Mentor Presentation and Their Reviews

The presentation went quite well, nothing exploded :)



These are the main pointers we got:

  • Focus on the fun aspect rather than time not wasted
  • While the game is engaging the pedestrians, they remain with their eyes down- less interaction among them besides playing together
  • Location change- a crosswalk might be dangerous, other "waiting spots" are an option. Bus stations resemble the current feel and provide a longer game period, other public spots might work as well (avenues, squares, parks, playgrounds)
  • User profiles- keeping individual scores, keeping each traffic light score, etc
  • Simplicity is one of our advantages
  • Moving the game to other locations (crosswalks/buss stations/etc) after a few weeks-might be boring for people that pass there every day
  • The psychological theories are correct but the motivation is a bit vague
  • Cognitive and physical advantages are significant for youngsters and the elderly
  • We should find our stronger features and focus on them- the game might be less attractive to a greater audience for the experience's sake
Two features we dropped along the way that were suggested:
  • Playing in turns between the sides- each side adds one to the pattern he got from the other side
  • Remaining time display

This weekend we will perform some users tests regarding the pointers we got. The main issue for us right now is the location- we will try to place the game in a few locations that are not necessarily crosswalks.

Saturday, May 4, 2013

Pre-presentation

Things are going nice. And then there's a nice smell of something bruning. We are experiencing reoccuring issues with the yellow button- delayes and connectivity. We suspect that the relay.


Thursday, May 2, 2013

Inside Simon- Tech Diagrams etc

This post will present the current technical design our button have. On the top surface there are 4 aluminum foil circles that meet the lower surface's 4 aluminum foil covered erasers when pressed. The sponge enables gradual press while the eraser is a few millimeters shorter than the sponge's height.

This is the yellow button with its guts out and a diagram
 

A small diagram we prepared:


We are not 100% sure that both sides will connect via Wi-Fi. We will give that a go soon.