Thursday, 13 November 2014

Interactive Prototype 2

The Prototype

This prototype was a version of the game which had a 3x3 grid interface of "buttons" hooked upt he the Makey-Makey.  The interface has a colour picker and a mine alert system.  The grid being so small I wasn't able to include the directional mine detection from the last prototype.

The Questions

  • Was having the monitor create a visual display useful?
  • Is there another method you’d prefer?
  • If an auditory element was added should it be as will as or instead of the visual interface?
  • If you could add one feature to this game, what would it be?
  • Do you think the physical interface works? Why/why not?
  • How would you, using audio output or a single visual object, differentiate between a mine directly next to and a mine diagonally next to an activated dot?

The Feedback

People found that the buttons worked well but the use of the buttons with the interface didn't work as well as expected.  People found the interface small and hard to see.  Additionally they found that the colours were flashing up on the mine alert far too quickly for them to look up and see them.  

I found that people were ignoring the colour instructions and just pressing whichever button they liked and just searching for the mines. 

People did indicate that this board was too small but they could see why it was so. 

My Reflection

I was really disappointed with how small the prototype was - but I was limited by the makey-makey.  I want to find a way to make the game much bigger for the next round of testing. 

I had expected that the questions were biased to make people suggest that having an auditory output would be a good idea, but mostly people just said that the screen was too small.  I guess you can't expect testers to be creative.  

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