- Prototype Name: Shared Awareness in VR
- What happened: Roleplay physical game to simulate the scenario of communications and interactions between HMD wearer and other audience. The blindfolded player can figure out a strategy and win very qucikly.
- Impression: Physical tasks worked very well, vocal commands are useful, demands on more physical interactions, succinct and encoded communications
- What I learned: Lack of constraints/restrictions on players, interaction patterns for replayability (Comments from cohorts: A want for physical interaction between viewer & VR user)
- What next: Moving on to a digital version with more constraints. (Comments from cohorts: Technology development or game development? Which elements of the physical experiment are you looking to preserve? How do people not in VR play in the same game?)
Reflective story after physical Prototype:
Through my physical prototype, the most important thing I have learned is developing better constraints system both for the HMD wearer and other audiences in the VR experience. Because what happened for most tests is that the blindfolded player can figure out a strategy very quickly to follow the commands and against all the interruptions. The interrupter either kind of gave up in the end or don’t know what to do or hesitate what they were doing is appropriate or not. This also made me think of the passive and active interactions/scenarios that may happen in my final prototype. What if the other audiences don’t really want to interact with the HMD wearer? Are there any interactions/experiences I can design to encourage my players to be more engaged in the VR experience?
Until now, I do have a failure from my very first prototype, which is the internet issue. Because the whole communication system is based on IoT, if the internet goes down or very bad, it will have a significant influence on the whole experience, which happened once when I demonstrate my first prototype to my supervisor. I am considering setting up a local route for my final prototype.
HMD wearer: Stomp, Walk, Crunch, Jump
Other audience: Watch, Tap, Hold, Swipe
Awareness + Cooperation
When I wrote down the verbs for my players, I considered both the HMD wearer and other audiences. As I am thinking to make the game characters to be animals who have social behaviors like rabbits, so I mainly use the verbs that rabbits would have, such as stomp, walk, crunch and jump. And for other audiences, I mainly use some verbs for the interactions on the smartphone, such as watch, tap, hold, swipe. There are surely more verbs I would use for both users, but I would like to start with these simple ones first to test out. The values I choose for my prototype are awareness and cooperation because the main purpose for my thesis is making shared awareness between the HMD wearer and other audiences. And after my physical prototype, I found the cooperation between two kinds of users are quite interesting.
For the next steps of the prototype, I intend to make a VR and AR multiplayer experimental game based on the feedbacks of possible interactions I received from my physical role-play game prototype. I will first sketch out a more clear game flow diagram and then start to develop in Unity3D with downloaded 3d assets mainly focused on the social animal scenario that more related to my headset prototype. For the goal of this round of prototype, I am hoping to rerun the group test to investigate the passive and active digital interactions in the VR experience between HMD wearer and other audiences.