Shelley's HCC729 Blog

Spring 2013 HCC729

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Assignment 2: Final Video

For Chelsea and my final video, we wrote the script for 2 of our personas: a college student and a senior citizen. This worked out perfectly since we knew two people who would work for our personas. Below is our script we used for the video:


1. Drake is a sophomore in college who meets with his friends each week to play Dungeons and Dragons, a role-playing game where the story line changes.

2. Unfortunately, people have been leaving the group and Drake suspects that people are losing interest.

3. Drake’s begins thinking of a way to make game night fun again and decides to purchase a Playerbot to revive the group.

4. The playerbot can print 3D representations of the scenes and actions. It can even print the board for each time the players start a new game.

5. When the players are finished with the 3D pieces, the Playerbot will recycle them allowing Drake and his friends to play and print without waste.

6. The Playerbot has been such a success that Drake’s game night has been busier than ever!


1. Jose is a 71-year-old retiree who stays sharp by reading and playing games at his local community center

2. He likes games like quarto but doesn’t always have someone to play against

3. His family recently bought him a Playerbot which allows him to play new games all the time, even if he’s by himself.

4. The Playerbot tests his memory with new and unique games every time he plays like Trivial Pursuit and Memory.

5. By printing new 3D games, Jose is able to ignite his memory as he stays sharp through his senior years – whether it be alone or with friends.

Then, we used sketches to go along with the script. These helped us imagine how we were going to layout the characters in each of the still photos. Here are the sketches we followed:

20130509-133701.jpg 20130509-133708.jpg

Finally… our final product. We used iMovie to create the movie and after learning in class how it works – it was relatively simple! Enjoy:)


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Participatory Design of an Orientation Aid for Amnesics

The article about designing for people with amnesia explains that amnesics become very disoriented and confused when they travel places, even if they are with their caregivers. The writers of the article developed a tool that addresses the problem of amnesics with disorientation, the “OrientingTool”. They used Participatory Design when testing the device on amnesics because PD advocates respect for all collaborators and encourages participants to contribute and this way, the designers can get a better understanding of the impairments of the users. The most interesting parts about this article was the different ways the designers used PD in testing. The amnesics made design decisions by consensus and through them, four techniques were learned that supported memory during and in between the sessions. I thought it was very cool that the designers decided to go this route through the design process.


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Representing Users in Accessibility Research

The article Representing Users in Accessibility Research had a very interesting point that I had never realized before. When designing things for users who have disabilities, it can be especially hard to get the exact people you are designing for, the group you would test can be extremely small, or the people you are testing on might not be able to complete the testing tasks at this moment. From this point, the article gives different options of what to do if these problems occur and who can be tested instead. One problem I had with the article though, was that it was very broad. It did not give me concrete examples to help me understand exactly how they overcome testing with a small disabled community. This would be a good article to read if I was working specifically with a disabled population and just needed general information. In that way, it was extremely informative.

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Assignment 2: Storyboarding

For the storyboard sketches, Chelsea and I decided we wanted to go along with the idea of the 3D printer playing against the players, but the printer would know their difficulty levels to make the game challenging. Kids could have one difficulty level, and adults could have a different level. The goal of the game is to beat the printer with strategy and working together.

Here were the steps of the idea and the sentences we came up with for the storyboard:

  1. Players set up game and printer.
  2. Players start game by scanning their cards with age and difficulty level.
  3. Printer prints cards and board games based on player’s abilities
  4. Printer tries to send players backwards.
  5. Players have to beat the printer by reaching the finish line.

After creating the storyboard, we showed it to my mom and boyfriend. Here were some of the comments that they had about the storyboard events:

  1. The first picture is great and accurately shows the players setting up the board game. Nothing too confusing up it.
  2. Is the printer a scanner? It’s a bit confusing, you might want to draw that a different way.
  3. Are those cards printing and board pieces? They look like dust. You might want to get more creative with making the board pieces besides just pointing an arrow saying board pieces.
  4. This image should be completely redone. It’s really confusing and isn’t showing what’s going on with the scene.
  5. Looks good for the finish line!

We came up with new designs that were more detailed and less confusing than the last set of sketches. We made the shots closer and made the printer look more futuristic and less like a box. The scanner on top of the printer was a new addition too.

Finally, here were the pictures we came up with for the storyboard named Playerbot: playerbot

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Assignment 2: Brainstorming Techniques

Brainstorming Techniques:

The three brainstorming techniques I used for the 3D printer for board games were improv, SWOT and gap filling. Improv involved two people blurting out what they were thinking about the topic I gave them and feeding off of each other’s responses back and forth. It is nice to get random ideas that come out of nowhere, but doing an improv session can start to become out of topic if you keep it up for too long. Having them short and concise is the best way to do them. SWOT is analyzing the strengths, weaknesses, opportunities and threats associated with the topic, which allowed me to come up with ideas I had not thought about before. The problem with it is that it is not as creative as other brainstorming techniques where ideas come all of a sudden. With SWOT you have to think more and question if your thoughts will fall into one of the categories. Gap filling is having a start point and an end point, and filling in everything that is missing in between. An advantage of this is that you can figure out what is missing from your topic, however, the amount of detail you put into the gaps came become very overwhelming and tedious.


The best brainstorm technique was performing the improv session. It is fun and the instant thoughts were great ideas. The hardest one would have to be the SWOT analysis because I kept wondering if I was doing it correctly. Next time, I would really like to try doing a meditation if I had the time. It will definitely be challenging to control my thoughts on one thing, but I am up for the challenge!

All Ideas:


– Game prints board pieces – go!
– New pegs come out from nowhere.
– Like Sorry!
– You can’t tell when someone is going to knock you back to Start
– The surprises are actually from the game, not the opponent
– Like that game where you pass the ball and then it pops all of a sudden and water bursts out
– The pieces can explode with water too
– So you have to be really quick to get to the finish line
– And must wear your bathing suit
– Unless you don’t care about wet clothes, because the pieces can spray you pretty hard
– If you land on someone else’s piece, it explodes
– Sorry! Haha



  • Can play for a long time, this game doesn’t allow you to become bored
  • Used for any age group – not too challenging
  • Interactive with just the game, or with other players too


  • Game can get messy
  • Must be small enough to fit in a closet with other games


  • Educational games can improve and make learning fun
  • Allow for more family bonding


  • The printer gets jammed
  • Random pieces start flying out of the printer and the printer goes haywire
  • Young children and the printer may be a bad combination – the game must have adult supervision

Gap Filling

Start: Open up the game

End: Win the game

  1. The board and printer need to be set up
  2. Type in how much money you would like out of the printer (like Monopoly)
  3. Money prints out
  4. Type in what type of dice you want and they will print out too
  5. Play game by rolling dice and moving your piece around the board
  6. Printer know where each player is and will surprisingly print things out to stop players and make them go backwards
  7. Collect money by landing on certain blocks
  8. Buying certain blocks can win help you win
  9. It can become printer versus the players
  10. Avoiding the printer’s smarts and getting around it’s traps is the best way to win the game


Best Three Ideas:

– The printed pieces can pop and out comes water (a fun outdoor game for the summer)
– Making sure the game is travel-sized and easy to assemble, without too much technical difficulties
– Printer versus players, who can beat who

Evaluation method:

I reduced the 30 ideas down to 3 by looking at each of the overall pictures of where the brainstorming techniques went. I took the most interesting parts of each of the techniques that I liked as well as the parts that would be the most practical for the essence of the game.

User Reactions:

I evaluated the ideas I came up with, with my family and a couple of the personas Chelsea and I created. The personas included an elderly person, so I asked my grandpa to think very creatively and tell me what he thought of these ideas. He felt like the game that pops would be a bit too much for him but would definitely be fun for people ages 5-40. He thought that having the printer versus the players can be an awesome way for people to learn how to work together instead of against each other. Another persona I used was a college-aged person, so I used a friend who plays board games frequently. She felt that the game the pops with water would be an awesome idea if the printer could create that and felt that it could be entertaining for just about everyone. From these reactions, I have decided that having printed pieces that pop with water would be an excellent idea and also the game that involves the players working together to beat the printer could be a fun game as well.

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Drawing Scenarios and Animating Sequences

The chapter on Drawing Scenarios laid out the steps needed for interactive design. Being able to plan out and then draw the sequence of events has 2 important factors:

1. This process can be extremely detailed so being able to put the most important key frames into the storyboards is essential.

2. Since not every detail will be added to the storyboard, you can leave out parts that others can figure out on their own (the obvious interactions).

As the chapter went on, it became more and more complicated with different turns of events the design could go in. Staying on track is key to successful storyboard diagrams. This will be a fun thing to try out and work with our projects on – I have a feeling it will be overwhelming at first and then will become a lot easier as the diagram goes along.

The next chapter on Animating the Sequence talks about taking these sequence of events and placing them into a program that will play them (such as PowerPoint). One of the most important problems to be aware of when doing this is keeping the main image in the same location for every since slide. This static slide can be set at the beginning so it is always there and then modifying each slide individually afterwards. This seems like an excellent idea for sequences involving phones and websites, but I am interested to see how we are going to do this with our imaginary 3D printer designs.