Notes PUI - April 22

device assignment back today

Grades Thurs

Jesse Schell - bio

Interactive cave VR games - aladin  (randy wrote a paper on this) - pirates of the carribbean

job - invent the future of entertainmetn for Disney

After working in head mounted displays and caves moved to massive multi-player games - Toon town on-line


Tips: 

Know your story - all decisions should line up with your story

2) Tell your story using evey means possible - 

3.) assume your guests point of view - likes to call them guests in entertianment context - how they should be treated. - one way to find out is to ask questions but sometimes people don't know why they like something ...

4) Know your guest - 
	What's important to them
	What do they like?
	What don't they like?
	WHy?
	what do they expect from you?
	why have they

Einstein example - I've been asked to talk about my work but I think you'd find my work boring" so he pulled out his violin and said I'll play for you... They were thrilled - he knew his audience better then they even knew what they wanted


missed slide....

Pirates case study - 
First principal: know your story - Pirates attack a town and do some stuff - not really clear what the story is... went to ride, not clear - cast members didn't know the story, creator from 60s didn't knwo story.. Then they heard theme song - ..."a pirates life for me" so story is what would it be like if I was a pirate. 

Use SG 

In cave they tried to theme everything - air conditioner placed to blow down over the bow, nets for bags, rope with brass, speaker placement below screen so that sound waves woudl "hit you in the stomach" had strings to fire cannons... lighting was also themed. Even the entrance was themed. Pretty much everything is themed except the eyewear. But then a few months later - came back and cast members said "first put on the eyes of bluebeard"...

Third principal - Assume your guest's point of view.
Did 12 refinements
First prototype was up in 6 weeks

Disney quest is looking for "find games the family plays together" this was challenging since it is essentially an arcade so how to make it fun for whole family

Same issue for Walt - his wife said ick dirty parents bored...

So how to know all your audience

boys no problem like pirate shoot em up 

girls like collaborative defensive 

Mom - wants all to have fun - she works very well as captain - game master.. can see all

all about observeing the real audience. 

Interest curve - 

example bad interest curve - You dont want to go down to 0 interest. 

okay - to really bad - a little better - 0 again
just as bad to start high and then go down to 0

A good interest curve - immediate catches attention and has some peaks and valleys - climax and relax - even at end not down to 0
Useful even just to do a thought excerise before what do you think the experience will be like - vs what is it like. 


Tip #3 - Indirect Control - you can get people to do things with out them feelign controlled. 

example - two doorways in a room - will probably go through one of the doors but who knows which one


example of goal based control - 2 doors one with a banana showing - goal "go get some banans" now can predict action. 

goals must be concrete, acheiveable, rewarding

People like ot tick off goal - short easy ones the most tempting

Indirect control through the interface - example interface looking through windshield - implys driving. 

Have to make sure that interface speaks clearly

Pirates of the carribbean - very clear interface message

Cannon story - little boys firing cannons really fast not like real cannon - software engineer suggested just add in response delay - but then people woudl just think it was broken - Jesse thought to add sound and resistance - this naturally limited it and gave a more "realistic" feel and people just couldn't do too many 

Designs shown to get people to leave screen and guide eye to center button. Disney knew lots about this - if I can guide your eye I can guide your feet. 

Example is castle in down the walk way at the center of park - worked to move you beyond the cool stuff at the front - once at castle less of a magent - new magnets

Alladin example - red line added up to sultan - people walked right up to sultan didn't know why - then wanted to make the game multi-player - and wanted soem people to go off to other doors to side - just added 2 more lines of to side. AT intersection people split up...

In pirates of carribben how to get peole to go to islands

Tip 4 - lead graducally from the simple to the complex - "guided along as it were a chain of flowers in to the mysteries of life - CHarles Wilson Peale - museuam designer from 19th cen.

Tip 5 - Use the pleasure of touch

rubik's cube
mordaks story
immediately reactive
use sound it simulates touch
understandable - approachable
touch has power - cannon story - how controlled muli firing frequency



die - big 20 sided die - found large ones that have great touchability - 

on pirates - cannons in alum not plastic for touch

Mordaks - people kept picking up dice instead of drawing a card since poeple naturally pcik up dice if on the table. 

Tip 6 - make if feel right - 

Virtual cannon story - importatnt to see your virtual cannon ball looking like it was firing out of your virtual cannon - it looked bad if it wasn't your cnanon - decided eveyone looks at own cannon - tried math - no good - then just eyeballed it - worked great.

 
Becoem teh user - watch the cnanone ball where does it look good




Tip 7  - Empower the uesr - most successful things - how does this empower hte uesr?  Most games put you in a place of simplicity and transcendence ( power). 

Tip 8 - Engender passion - especially in multiplayer game isnt' just sales 


Howard Thurston - "...you cna fool the minds and eyes of your ausdience but you cannot fool their hearts"
Think of it like you are giving a gift - people can feel the love - feel the good will and it comes through inthe project. 

Ottawa Keyes - all the knowledge and instructin in teh world is worth less than one ounce of soul. 

Deisgning is like designing a molecule - very simple and very well balanced but if you understand the way the interactions happen you will start o see interactions that are very complex - each will be beautiful.


Question - how to measure interest - Jesse it is gut feel at this point and make your best guess...need to get good at looking at people and seeing how intersted they are. Good designer has hte bility to do design and see then seleves looking at the deisgn

Learn to let go and watch your self letting go.


Jesse's tips for making things fun. 

IF you want the ppt - email Jesse and ask for it.









