DPAM Capstone Project Documentation
This is the documentation page for the DPAM project done through the UXD Capstone class at DePaul University.
Below is the project organized on a week-by-week basis. Which include processes, ideas, prototypes, client feedback and findings.
Client Overview
DPAM located at 935 W Fullerton Ave, Chicago, IL 60614 is a public art museum that looks " to connect people through art and ideas that explore the vast range of human experience and expression. With a focus on social justice and artistic innovation on a local and global scale, DPAM aims to create spaces that allow us to learn how to productively and civilly negotiate differences, understanding, and the unfamiliar."
DePaul Art Museum (DPAM)
Week 1 - Class and Client Introduction
We spent the first week being introduced to the class and our client the DePaul Art Museum (DPAM). After learning a bit about DPAM we talked about the goal-directed design process we would be using for the next 20 weeks (pictured below).

We reflect a bit on the design process and talked about how we are currently in the research phase, the next couple of weeks we would be focusing on understanding our clients, their needs, and their audience.
Afterward, we began to think about potential questions for the client in preparation for a visit to the DPAM next week.
Week 2 - Site visit to DPAM
This week we visited the DPAM, which gave us a chance to ask questions to the staff and professionals about the following:
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Their mission
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Current, potential, and target audience
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Constraints (Physical and monetarily)
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Inspirations for future implementations
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Potential ideas
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Current Issues they are having
DPAM Notes Summarized

Train Activity
Given that the DPAM is built right off the Fullerton stop, there were concerns that the train would cause noise or environmental issues. But the staff mentioned that the building has never had an issue with noise or even shaking due to trains passing by. They
Accessibility
DPAM has several things in place to help with accessibility and those with disabilities such as:
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Standardize size & color to help with readability
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Multiple languages available during exhibitions
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Use of interpreters & color blind glasses
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Touchable art pieces for those who are visually impaired
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Email hot line
Constraints
Space is the greatest constraint that the DPAM has. The DPAM mentioned that they would like the exhibitions and art pieces to stay on the first floor and potentially have the interactive experience on second. The challenge will be how we can merge the two to have a nice transition between the two.
Current Identified Issues
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Many people think the museum is only for DePaul Students
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People believe only student work is shown
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The building doesn't stand out as it resembles nearby townhouses
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Limited gallery space available
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But their collection is huge
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Audience is unknown due to a gap in date collection
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Last data collected was around late 2020
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Inconsistent social media presence
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Limited budget
Design Problems Identified
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How do you meld two different experiences (art & interaction) together and have them flow through a space like DPAM
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What does "play" look like at a museum and how do you translate that to a physical or virtual experience
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How people interact with art can be different depending on the art how do we create an experience that keeps this in mind
Ideas of the week
1 / DPAM Lounge Space
A staff at DPAM proposed an idea for a lounge space on the second floor of the museum that would be used for class visits, tours, galleries', etc.
2 / Virtual Interaction from Train Platform
An idea was brought up to use the billboards outside the building facing the train platform to create an experience for those waiting for a train. Could be a virtual tour or walkthrough of the galleries inside DPAM
3 / Painting Vending Machine
Some sort of "vending machine" that would allow people to take home prints of the art displayed in the galleries, could be placed outside the museum to bring people in. But there might be issues with reprinting artist work, machine maintence, cost, etc.
Stakeholder Maping
After talking to the staff at DPAM we got into small groups to work on stakeholder mapping. This would give us a better scope of who could be involved with the DPAM project. As well as potential interviewees that could provide helpful insight into potential solutions for DPAM.
Below are the results of the small group mapping:




Unorganized Notes
Week 3 - Josh Tsui & Toni Witt class visit
As we continued to brainstorm and learn more about potential solutions for DPAM we were visited by Josh Tsui the director of innovation at CDM and Toni Witt from CosmoLab who both gave individual presentations on different topics.
Below are my summarized notes from both of their presentations:
Josh Tsui - Trial & Error
Josh talked about his previous work creating experiences for clients and gave us some advice while he went through his work in the tallest building in DC and the SoFi Stadium in California.
Here are some key takeaways:
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While some technology might look cool and bring that "wow factor" to the experience sometimes it can cost the client more to upkeep the technology, or it might cause headaches for the team implementing it. Keeping the technology simple in some cases goes a lot further than having a "cool" looking artifact.
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Managing expectations surrounding the experience isn't always up to your team, a marketing team could get involved and present things differently.
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Plan around updates, keep in mind that things can change over time and you want to keep your information up to date. It's in our best interest to keep our idea relatively easy to update.
Toni Witt & CosmoLabs - The power of AR
Toni Witt brought a new experience to the table, Augmented Reality. He talked about the possibilities that open up with the use of AR in any scenario. From new marketing strategies to transporting people to new environments, AR makes all of this a reality.
Here are some key takeaways:
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Consider the pro & con of using a native app vs in-broswer
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Will people want to take the time to download an app for a < 1 min experience?
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Load times
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Keep your assets small, bigger files = longer load times
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Don't use AR for AR sake
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If another experience is a better fit for the space, cost, time, etc think about it, AR is a good idea but not for every audience/client.
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Ideas of the week
1 / AR Gallery Walk
A virtual Gallery walk of the exhibitions going on at DPAM would target specifically commuters waiting for their train at the Fullerton stop. If they are interested in visiting the DPAM then the experience would direct them to the entrance of the DPAM using AR tech similar to that used on google maps.
Unorganized Notes
Week 4 - Stakeholder interview takeaways & ideation session
We were tasked to interview a minimum of 2 different stakeholders by the start of week 4. With the three interviews conducted here were my key takeaways from each interviewee.
Interview 1: Bro. Mark (Vincientant Brother)
Key takeaways:
Thoughts on Galleries (setup & planning):
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Most artists will have planned well in advance their galleries or if their projects will be displayed publicly (in his case he knew after 2 years of working on his project "Little School Under the 'L,' Under the 'L' ")
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When marketing the gallery he had help from DePaul publications and blogs, he also talked about it as much as he could to his classes, friends & families
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Also created flyers for the event with all the information such as the opening date, end date, cost, etc
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Thoughts on museums:
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They compete for your dollar versus other attractions like Disney world so creating experiences with tech that would keep people coming back is a good idea
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Technology has been one of the biggest changes and additions to museums since when he used to go to museums it was all just galleries
Thoughts on DPAM:
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A great resource for classes in general
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Provided help with his gallery
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Would like a little more transparency when it comes to work/topics
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Although he admits that it could also work against them
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He would like more inclusivity when it comes to DPAM art/artist or would like to know more about who can show their work there because it’s unclear who can display work at the DPAM
Interview 2: Ivonne Sanchez (commuter student/Latinx Community)
Key Takeaways:
Ivonne provided a lot of useful insight as a commuter student, she had always noticed the DPAM billboards and while they appealed to her she never had gone to see the exhibits. Since she commutes often she is often standing at the Fullerton stop looking towards the museum, but a big factor on why she hasn’t visited is time and lack of knowledge about DPAM
Thoughts on DPAM
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Know where its located but has been hesitant to enter for a number of reasons
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Unsure if there is an entrance fee
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Even though it says DePaul wasn’t sure if it was meant for only DePaul art students
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Didn’t know what type of art is displayed
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Hours
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The billboards on the side of the building attracted her attention but also noticed that at the time they were unkept (one of the posters attached was falling off)
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They noticed that one of the artists was Latina and was curious about the work inside the museum since she is always curious about work displaying Latin heritage
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If there was more marketing surrounding the DPAM that also answered a lot of questions such as cost and available art then I would be more inclined to go
Thoughts on Museums in general:
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There is a lot of both physical (depending on size) and mental exhaustion when it comes to museums I do like exhibits that have spaces for sitting and reading or sections where you can sit down and watch a video, reading all the time can be exhausting especially with the amount of the text so having a different medium to convey information is helpful
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Usually, when going to a museum it's planned ahead of time and its because I want to see a specific exhibit or centered around a specific topic like the Museum of Mexican Art in Pilsen
Thoughts on Interaction:
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They remember specifically an exhibit they visited that included sound and how that was something that really stuck out to them as memorable because not only did the sound enhance their experience and connection with the art piece it was different from other exhibits they had visited in the past, they said if more museums had exhibits like this then they would visit more often
As we continue with the research part of the design process we split into small groups to answer specific key questions that were brought up as potential issues or points of conflict that exist with DPAM that were are trying to solve.
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How might we increase/offer interactivity within the museum?
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How might we curate and promote day-long or extended experiences that includes DPAM?
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How might we promote art at DPAM that is inclusive and non-elitist?
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How might we spread awareness of social justice at DPAM
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How can the virtual collection be easier to navigate and be less intimidating?
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How might we improve awareness of what, where, and for who DPAM is for?
Below are the results of the ideation session:
Week 5 - Group Forming Based on Intrests
After last week's brainstorming session, we created some generalized categories that people in the class could focus on. We had the opportunity to form groups based on our interests. I decided I wanted to focus more on gamification/interactivity within DPAM. After join that group we began to brainstorm some potential ideas for the rest of the class.
Here are the results of that session:
Goal/theme: include all five senses (or just sound, vision, and touch)
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Sloppy forgeries
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AR train platform idea
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Scavenger hunt
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Chicago based? Maybe users can hunt for things related to the city in the museum?
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Murder mystery scavenger hunt?
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Not kid friendly
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Frame projection idea
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Samsung website with a similar idea done but with a tv
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Based off the website and other articles it seems the point of “The Frame” is specially to be used to store art and display it around actual framed art works (but also to be used as a regular tv)
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Puzzle
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Interactive kiosks/displays throughout the museum that feature some of the most popular art pieces as mixed up puzzle pieces and users can play a puzzle game by putting the art back together. Can make it more challenging by making it a timed game/a two person game.
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Similar to sloppy forgeries but puzzle version
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Audience curated playlist with visual
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User curated lighting
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https://www.soraa.com/learn/beautiful/art-museum-lighting.php
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Lighting is important in an art museum
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Some art needs to have specific lighting
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If user curated lighting is done, this might affect other people in the museum or the art itself
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User curated wall projection
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Could be like this so that the audience could fully immerse themselves in the art and feel like they are apart of it
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A kiosk could be stationed at the entrance where the user can decide what type of projection they want in the room
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Will this distract from the art or will it enhance the experience?
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Should the display only be relevant to the art that is showcased in that room? (like a specific theme?)
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I like the idea of the user being able to “take a trip” in the art like they become the subject? And the projection is more focused on the background and details like brush strokes.
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Textured platform above piece of art to engage touch
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Using VR gloves for the visually impaired to be able to “touch” the art
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Sounds to create a scene
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This can go with the curated playlist
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Floor/wall projection game
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Article talking about various uses for interactive projection
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You can ask for more info such as pricing in the same website since its not listed, it seems they also do installation & maintenance
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Used in malls for interactive play for children in the late 2000’s
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Could be implemented in a gallery for play but based of the article it seems the company that sets it up has a catalog of games that are come with it so it would be hard to do a custom game
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More up to date article about projection in singapore
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We could also just use a regular projector to set stuff on the floor for a more interactive experience
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Estimated cost of this interactive projection: $2500-6000
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Based of this listing and others around it (not sure how accurate this is though)
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Sensory lounge
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Here is a write up about the way a museum implemented a sensory room to attract more visitors with disabilities and discussed the benefits of the experience
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Projection mapping in hallways
Monthly event with Drinks and projection mapping including the frame display idea
Monthly event - is there a drink/food that goes with the collection for that month?
Partnering with local restaurants?
Would the event be held the whole month or just one day in the month?
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If it is the whole month, will they have the budget to have the catering?
Community space/events happening in the extra space/sensory lounge
Yoga, events, food tasting
Who would come to these events and how would they hear about it?
Would it be worth doing if they don’t have a large audience?
How could the projections be used as a learning experience?
Lighting and music changes evokes different emotions while looking and experiencing the art
Robot
Projection mapping throughout the museum and an everyday experience or sensory lounge with monthly events
Instead of focusing on the collection, we could focus on creating an experience that could bring in more people to the museum.
The goal for next week was to solidify an idea to pitch to DPAM and receive feedback.
Week 6 - DPAM Idea Pitch & Feedback
Our group got together over the weekend and solidified an idea. We wanted the community to interact more with DPAM so we planned to pitch a community art gallery. Here is a general overview of the community art gallery:
Community gallery
Monitor with frame, showing community artwork (slideshow?)
2-4 on each side
Animated art as an option in the kiosk/ipad and remote submissions
Room or hallway or staircase/elevator
2 Kiosks (ipad as second option)
QR code
Website submissions
Below is the full presentation:
After our presentation we received the following feedback:
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With such a short staff who will manage the submissions?
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Will the community submission have a theme associated with it or will it just be anything?
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What will the vetting process look like for the submitted art?
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What type of art is allowed?
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How will you attract people to the iPad/kiosks?
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Do people want to see user-generated art?
With this feedback in mind, we realized that given the constraints talked about in week 2 we need to replan and decided to pivot in our idea. We have decided that we will brainstorm alone and regroup next week to form a new pitch.
Week 7 - Shifting Ideas
One of the biggest questions that we had to consider in our last pitch was if people wanted to see user-generated art. Thinking it over with our group we decided it would be a better idea to focus on the massive permanent collection that DPAM has stored and documented on its website.
Our group still wanted to focus on interaction within the museum and originally we wanted to do something with gamification. An initial idea that was pitched was a museum implementation of an existing game by Jonah Warren called Sloppy Forgeries. The game is a local two player game in which they compete to make a "forgery" of an existing work of art. The plays have a limited amount of time and the person who makes the better copy wins. Below is a video showing gameplay:
Since the game is already created one of the main aspects that we would focus on is updating the UI and user experience. This would involve creating a tutorial in Figma, wireframing different difficulties (easy and hard modes), and fleshing out the hint system. But before any of that is done we are going to pitch the idea to DPAM to get feedback from them. This will give us insight on what things we might want to keep in mind when implementing Sloppy Forgeries in a museum setting.
In the meantime, as a group, we started thinking about the potential users that would be targeted by Sloppy Forgeries. Once we narrowed it down to three main groups (students, faculty, parents & children) we thought about their goals and frustrations in order to help us come up with user personas. Below is a picture of our full session.

Week 8 - Sloppy Forgeries DPAM Pitch Day
After spending the last week talking about the potential pitch for a DPAM implementation we put together the following presentation:
After presenting DPAM approved the idea and gave some feedback to consider going forward with the project:
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Where would the game be set up?
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Is the game only limited to a computer? Can it be run on ipads?
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Given that the game is setup with two mice can it be played comfortably in DPAM without taking up too much space?
As the group moves forward we will take these things into consideration during prototyping and planning. The next step would be to finalize our personas and work on making storyboards. We also need to talk to Jonah to plan discuss more details about the capabilities of the current game.
Week 9 - Meeting with Jonah Warren
We had the opportunity to talk to Jonah Warren to ask him questions regarding the currently version of sloppy forgeries and our ideas moving forward with a museum implementation. Here are some of the main questions we wanted answered from Jonah:
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Can there be an easy and a hard mode?
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Should there be a collection of art that is easier to replicate and a collection that is harder to replicate for the different versions?
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Should there be an option for a single player?
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Can there be more than 2 players?
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If a child is playing with an adult, should the child be able to play the easier version while the adult plays the harder version in order to level the playing field?
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If the user doesn’t use any of the hints, or not as much of the hints, should they get points gained back?
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Is it possible that after the game is played, the user can view more information about the art piece they painted?
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Can the game be developed for iPad use/screen adaptation?
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Two ipad screens
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If not, can the game be played with wireless mice?
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Will there be sound?
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Will there be an online version where people who don’t visit the museum in person can still play at home?
We joined a zoom meeting with Jonah where we talked about the above questions as well as when he planned to start working on the game again. He let us know that we would restart work on the game in January of 2024.
Below are the notes taken from the meeting with him:
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Hard & Easy mode
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Time
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1:30 for hard, 3 for easy
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specific pieces are doable for easy vs hard
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Kid vs adult
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Easy version could possibly have a ‘ghost’ image behind the art the whole time
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Guideline grid for more points of reference
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default to one painting (easier for screen space and development)
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Staggered start times but finish at the same time
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Starting with background canvas painted (40% completed)
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Keep in mind we want to keep the same experience
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What if the easier version has an outline or ghost image of the painting? Like a permanent hint
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Tutorial
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Quick video on title screen for tutorial?
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Training mode - No time limit just mess around with canvas
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How to play vs play
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Should highlight hint since its kinda hidden
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Tutorial optional not forced into it (option to learn by failure)
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Making clear how the images are scored - do we want to explain this in a tutorial? (Jonah will be working on this scoring algorithm)
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Possibly laying the original image on the replication to show that the pixels are important to get a greater score
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Flat colors work best
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We could also posterize in photoshop with the art images
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“View more” option after game is over
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Jonah is on board with this idea
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UI/UX element we would work on
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wishlist/what museum wants to see
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Is there just one collection or do they want to be able to update it?
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Hardware/physical implementations
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Wireless mice
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It’s fine it will work
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Had a backend library that supports the use of them so using tablets might not register it in the code
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Ipads/waccom tablet
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Jonah has not experimented with it but it open to checking issues might arise due to backend code
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Group experiment with plugging it in, in the gameplay lab
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Thoughts about playing at home
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Exploring options
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Steam release?
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Online multiplayer option (downloadable from steam, mainly to avoid performance issue)
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Sound is optional
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Has sound effects for button presses
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Single-player possibilities?
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An option would be available for steam download version
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We could also explore this option as we make wireframes/prototypes
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More than two player
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Jonah hasn't tested it yet
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More of a layout question (UI/UX)
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Max amount of players - 4
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Low priority
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After the meeting with Jonah we took sometime to brainstorm some ideas on new additions to the game:
Budget:
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Mice
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computer/projector/monitor
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Tables if game is in hallway
Hard & Easy Mode Names Brainstorm:
Simple vs complex
Simple vs abstract
Amateur vs picasso
Crayon vs Oil on canvas
Modes:
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Stencil at all time for easy mode
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Normal version played the same as it is
Future Testing:
Easy & Hard mode
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More time vs less time
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Stencil vs no stencil
Tutorial:
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Learning by failure
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I didn’t get it the first time, let me try it again
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walkthrough/tutorial
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Practice button on the start screen
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How will they know about the hint without going on the tutorial?
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Blinking hint after 45 or 30 seconds left
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Mapping of the mouse/icons on the home screen to show how to use the hint
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Scoring:
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laying the original image on the replication to show that the pixels are important to get a greater score
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Placing it on both of the players replication when game is completed
More information about art:
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Don’t want more reading for the user
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Should the user select to learn more information about the art piece from the home screen, or should information appear right after the game is completed?
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Both?
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Hardware:
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Should we try to design for tablet?
After brainstorming we create a list of things to get done by next week. One of the most important things is going to be user testing the current playable game to see if people would like a tutorial that is optional or required.
Next Week To Do's:
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Selected DPAM work for in game use
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1 play test for user feedback
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Try to get feedback on specifically how they would get more info about art
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Tutorial feedback
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Learn by failure or Tutorial first
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Start sketching UI elements
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Easy Version vs Hard Version
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Research precedents on displaying info on the art
Week 10 - DPAM Presentation Update (finals week)
Our team has put together a presentation to share a update for DPAM on what has been going on with sloppy forgeries. The presentation below includes a summary of sloppy forgeries, our future implementation, and user scenarios using a wireframe for the new home screen.
DPAM had some feedback and considerations as we go forward with development:
Physical space situation - they find it hard to picture a space where to set this up and move it around
Other spaces for sloppy forgeries
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No other space other than flex/event space
David was curious about a single-player experience to maybe help with space constraints
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Can the game run on its own or does someone have to watch over it at all times?
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Technically no in an ideal situation it should run by itself
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Public program?
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Tournament? Instead of keeping it out all the time have a once a month event (DePaul esports could come and play?)
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Week 11 - Spring Quarter
Now that we are at the start of a new quarter our team has sat down to make a new 10 week timeline for the remainder of the project. It is as follows:
Week 1: 3/28 - 4/3
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Plan timeline
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User Flow
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Start ideating new look for Sloppy Forgeries
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More research for new ideas
Week 2: 4/4 - 4/10
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Sketch ideas/Whiteboarding
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Continue user flow
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Solidify ideas to include in game
Week 3: 4/11 - 4/17
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Continue whiteboarding
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Start wireframing
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Split work
Week 4: 4/18 - 4/24
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Finalize wireframes
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Design system
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Think about style for the game
Week 5: 4/25 - 5/1
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Test wireframes
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Finalize style guide
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Begin prototyping
Week 6: 5/2 - 5/8
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Finalize prototype
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Meet with Jonah
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Start early testing
Week 7: 5/9 - 5/15
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Use feedback from Jonah to tweak prototype
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Continue testing
Week 8: 5/16 - 5/22
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Continue prototyping
Week 9: 5/23 - 5/29
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Meet with Jonah if needed
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Continue prototyping
Week 10: 5/30 - 6/5
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Create presentation
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Prepare to present
Beyond: 2024
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Jonah works on implementation
Week 12 - Whiteboarding and more brainstorming
The past couple of weeks we had only focused on the core gameplay aspects of the game (home, 1v1 mode, how the game is scored, etc) so this week we really wanted to focus on the tutorial. This was an aspect the original game lacked so we wanted to take some time to really solidify how it would work. We also wanted to figure out any additional game modes or features we would like to prototype for future development.
Below is the brainstorming session we did and some whiteboarding of the possible UI for the tutorial & other screen in the game:
Brainstorm:
Tutorial - mini demo/free play. All features will be explained with some kind of character. Quick and easy.
Hint - same design but maybe bigger? and have it be flashing based on the current timer --> if there are 30 seconds left, flash the hint bar to indicate to the user to use their hint. Maybe the burglar character can pop up to remind them too.
Easy version - stencil of painting and the user just fills it in
Normal version - how the game is played now
Chaos version - no tutorial? --> maybe a blurb on the home page to quickly explain the concept. longer time (maybe 2 minutes) the item is revealed as the player unlocks it in their painting. they have to select which item they want to “throw” at the other player and sabotage them. No hint in this version
Explaining who won - grid overlay the users painting --> maybe if the user rolls over their image more information. QR Code on the winner page
Art display - before the game starts. select your painting, go to the game screen, but there is an overlay of the painting and displays info about it and the artist. there is a loading button to make the user read it (dark pattern) then they can click begin and the painting moves to the game screen and two canvases pop up. There is a 3 second time to begin the game.
Week 13 - Wireframing
This week we focused on wireframing, after breaking up into a game team and a tutorial team, we got to work on producing various wireframes for key components of the game.
Main Menu Wireframes
Ready Screen
Easy/Normal Mode
Chaos Mode
Tutorial Example
Next week we will be meeting with Jonah to go over what we have done and get feedback from him. As well as with DPAM to update them on the progress we've made.
Week 14 - Jonah and DPAM Check in
In between last week and this week we revised a couple of the wireframes to include some images of DPAM artwork to have them get a sense of what the end result could look like.
Revised Main Menu Screens
Below are the notes taken from the meeting with Jonah:
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Main Menu
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Like the scattered placement of art pieces
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The only issue is having the images covered so make it have less overlaps
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Ready Screen
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Liked the idea
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Getting more info on the painting prior to selecting it so you don’t have to go into that ready screen
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Roll over
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Sloppy aesthetic - have things less centered aligned
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Tutorial
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Practice mode? - Play without time
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Has mona lisa made in SF that could be a potential design
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Scoring dialogue needs work - update the visual so it mentions the pixel-by-pixel scoring method better
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Original image and players image
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Could highlight the correct pixels
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Scoring/Gameover screen
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Could duplicate what we have here into the tutorial?
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What its to be dynamic in the future in which the correct pixels are highlighted
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Breaking down what specifically what color you missed/painted
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Easy/Normal Mode
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Easy mode
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Liked the easy mode - thinking about doing a mode that colors within the boundaries
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Having a grid on the original and on the player's canvas can also be easy mode - this could be a separate thing or a part of it
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When players ready up they could have a modifier checklist
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One player plays with a grid the other one doesn’t… there can be a toggle to switch on and off for this to be possible (child vs adult)
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Chaos Mode → stretch goal
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Like the concept of it
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Only concern is balance and how to implement
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Take one color and switch it on their canvas (so blue is changed to green, etc)
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Time - 2 minutes
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FUG Paint - view website for ideas
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Digging for items
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How are the items uncovered?
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Correct color painted over or do you just have to paint over it with any color
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If player is falling behind, they get a power up
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Additional questions:
Sloppiness of font and hierarchy there is some flexibility - but stay within the same
Solo UI - Wants to implement and will mostly likely get it done
Hint - Either is fine, play testing will be required to solidify idea, could also be a button that they click
Modes of distribution - Desktop & Steam download, local multiplayer jackbox style for mobile (think about the possibility of keyboard for these types of downloads)
UI Mock-ups for mobile single-player/multiplayer
Passing game for mobile? - player one takes turn once over hands phone to player 2
Week 15 - Prototyping
Given the feedback from last week, we spent this week making changes and building out a partially working prototype. We will be using this to test out features and update it as the weeks go by. Below is the working prototype: backup link
Week 16 - Testing
Now that most of the prototype is built out we are spending this week testing and changing based on feedback. Below is the feedback we received during class this week:
Main Menu:
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Remove tutorial button, center the play button, after some time have mona lisa peeping to ask user if they want a tutorial
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Change white font on home page
Tutorial:
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Skip and next are too small
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Skip should be in top right
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Likes highlighted tools
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Instead of start over tutorial it should go back to main menu
Game screen:
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Had an issue with the brush size, harder to understand, feels unfinished
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Old components makes more sense
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Our hint idea looks like a button
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So change back to original icons
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Hint should flash when not used
Easy mode:
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Black and white + transparent if coloring book idea doesn't work
Scoring:
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Liked the tutorial scoring example
Info abt the art:
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Fade the background out more
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Probably take out the timer
Gallery:
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Makes sense
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Needs to be fleshed out more with hover and stuff
Signature:
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Mona says you beat a high score and lets that player sign
Week 17 - Jonah Meeting 5/16
Now that most of the prototype is built out we are spending this week testing and changing based on feedback. Below is the feedback we received during class this week:
Main Menu:
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Remove tutorial button, center the play button, after some time have mona lisa peeping to ask user if they want a tutorial
-
Change white font on home page
Tutorial:
-
Skip and next are too small
-
Skip should be in top right
-
Likes highlighted tools
-
Instead of start over tutorial it should go back to main menu
Game screen:
-
Had an issue with the brush size, harder to understand, feels unfinished
-
Old components makes more sense
-
Our hint idea looks like a button
-
So change back to original icons
-
Hint should flash when not used
Easy mode:
-
Black and white + transparent if coloring book idea doesn't work
Scoring:
-
Liked the tutorial scoring example
Info abt the art:
-
Fade the background out more
-
Probably take out the timer
Gallery:
-
Makes sense
-
Needs to be fleshed out more with hover and stuff
Signature:
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Mona says you beat a high score and lets that player sign
Week 18 - More testing
As we come to a close of the project we continue to test each week and revise as needed. Apart from testing we have schedule a final meeting with Jonah next week. We've also let DPAM know that the project is coming to a close and are beginning to prepare final documentation for DPAM so they can continue the project in the future.
Week 19 - Final Prototype & Meeting with Jonah
We met with Jonah one final time before the project concludes, we've discussed final changes to the prototype and showed him our final prototype. Afterwards we discussed the future of the project and provided him with final documentation and contact information for DPAM. Below is the final prototype: backup link
Week 20 - Final Presentation with DPAM
To end the quarter and the project we had one final presentation where we showcased the prototype to DPAM and received final thoughts. Below is the presentation: