Tag Archive for 'physcomp'

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Observations in Times Square

Sara and I went to Times Square for our Physical Computing observation assignment. Here are our notes.

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Location & Time of Day:
ESPN Zone Arcade and Toys ‘R Us video games section, Times Square, around 4p

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Apparent Intent of the Actor(s):
Play games, including four games without screens (one-player hockey game; two-player hockey game; two-player bowling game) and numerous screen-based games (for one and one to two players, including a great one-player dance game)

Time Taken for the Action:
2 to 5 minutes or more, depending on the game

Number of people involved:
One to two people in all cases

Motor Skills Needed (hands, legs, seeing, hearing, etc.):
Varied slightly from game to game, but in all cases the games we observed required seeing and hand(s)-to-eye coordination; some games required leg movement; none of the games actually required hearing, but sound was incorporated into all the games, seemingly to add to the enjoyment of the game experience

Summary
Our observations at these locations brought us to several conclusions:

  1. In general people are playing these games not just to play alone or against the computer, but to play with/against other people, i.e., the people with whom they made this trip to the arcade. That is, everyone that we saw was playing in pairs or even larger groups, either playing next to each other or playing a game that required two or more players. In every case, people seemed to be having a great time.
  2. The most popular arcade games were actually not video games at all. That is, they didn’t involve a video or screen. The only role that technology really played in these games — hockey and bowling, specifically — was to keep score for people.
  3. All the arcade games that we observed used verbal cues to encourage/inspire the player in some way. Mostly this was in the form of ego-stroking (Great! Good shot! Advance to the next level! Access, Level 6!). This reminded us of Chris Crawford’s point that ‚Äú[w]hen we truly interact with someone or something, we are truly engaged. [...] Active, direct involvement always demands greater attention than passive observation.‚Äù By engaging the player with encouragement and reward (moving to the next level), these arcade games engaged users in a way that an ATM machine, for example, just does not do.

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Grade My Kiss

Grade My Kiss is my take on the Luv-O-Meter assignment. It consists of a tube with a mouthpiece attached to one end, which is connected to a display box.

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Grade My Kiss tells you how good of a lover you are by analyzing the way you kiss. You use the mouthpiece to give a passionate kiss to the device, and the display box will give you a visual reading of how good you are; green is bad, red is hot!

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Combo Lock

My first of many ITP posts…

Here’s my combination lock for the first Physical Computing assignment.

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You need to find the right combo using the switches to light the green LED. It works kind of like Mastermind in that the yellow LED will light up when you do something that is part of the combo. If the red LED lights up after the yellow one, that means you did the right thing, but at the wrong time. 

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