Creating the perfect outdoor game experience

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Abstract

What if you mix (indoor) gaming with outdoor play? Nowadays children spend much more time indoor instead of outside, playing with friends. Outdoor play is good for both physical as mental development of children, and this problem was the foundation of this design project. Two years ago the idea was risen by Auke Ferwerda to develop an outdoor game console, which in the end has led to ten working models. These products however were mainly developed to obtain functioning prototypes, without having to invest in mass production. The current product is a shoulder band that contains positioning technique, for which four external antennas are needed. The feasibility was leading in this design process, not the user. For this reason a new design track was started with focus on the end user, and that is what this graduation report is about. The assignment was to design a new outdoor game console, which invokes an outdoor game experience that is fun and appealing for children of the age 8-12, and is more physical active than playing indoors. Children should all have their own device to create personal feedback, to be differentiating from the current competition. The end product should be used in the existing neighbourhoods of the Netherlands. It should be possible to play many various games with the designed product, to address a broad target group and to make sure the console remains interesting over time. The to be designed experience will be a mix of the world of gaming as well of outdoor play. A design process was chosen that is based on designing a new experience. When you want design an experience it is important to know the user and its context. For that reason the ViP method was partly used, to research the context and to generate visions about how the product should interact with the user. Together with more conventional idea generation techniques, this resulted in four and ultimately one final concept. A large part of the design project was spend on the research; literature research as well as user research. Many hours of observations were carried out at a primary school, combined with in-depth interviews, creative sessions and play sessions. The goal of this qualitative research was to discover how children nowadays experience outdoor play and gaming; what makes it fun, what are the needs. A good understanding was gained about the context of the user, and the following interaction visions were stated: - encourage - simple - ‘cool’ - trustful - free - Analyses of the context eventually led to more concrete design directions like: the console should offer more complexity and depth than current outdoor games, it should trigger the fantasy and creativity of the children, it should not hinder social communication and should help to find playmates in the neighbourhood. After a long design track, with much focus on the appearance of the product, the communication of game signals and of course the introductory game, the final concept came into life. The end product is a handheld product named the ‘Blop’ and is a stick that communicates through a ring of LED light, sound and vibration. You can operate the stick with three buttons and a turning wheel for changing settings for example. The main operation of this device is however is done by making gestures with it. The final shape has been developed with feedback of the children. They seem to like organic shapes the most. The result is that the Blop has an organic design with an own identity, playful but mature enough to be considered as a console. The two buttons that are located at thumb and index finger are easy and fast to operate. The top button indicates that there is no need for delicate handling - just hit the top and start playing! The Blop has a soft ring to protect it from impact and the bottom has a soft and round shape as well. The organic body fits comfortably in a child hand, and can be firmly held in the fist while running around. To protect the Blop even more a strap is enclosed as well. There was chosen for a handheld product because the feedback of light, sound and vibration is well communicated this way. It encourages to interact with it, and gives the possibility to use gestures as an input. Besides, a stick can be many things in a child’s imagination - a sword, gun, racket, whip, paddle... you name it! The home station of the Blop is not only for charging the device, but is mainly the gate for connecting easily with your friends. The home station is provided with Internet access, so it will connect through your online profile with your friends. Once you arrive home, you press the main button while its in the station. The home station will check if your friends are home. If they are, your blop will light up and start making noises! You can call them over VoIP, or summon him to play through the blop. The game that will be sold together with the blop is an adventure game. First the children will adapt their avatar in front of the PC, and choose skills and powers - this will help them get through the mini challenges that wait ahead. Once they start playing, the children will have to move from home to home (plastic discs) and complete several mini-challenges to reach the secret treasure. At every home you can collect a star (a light that lids up), and if you’ve collected enough stars you can win the level! If you meet your friends at a home you can battle them or cooperate to win extra stars or even a secret key... Are you ready to row, fight, swim and puzzle your way through the levels??

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