Interaction Review #2

Kiosk #1

How did the kiosk operate?  The kiosk was a large empty drum with an elastic knob in the back that when pulled would push air out of the drum and shoot a burst wherever it was pointing. The human that was operating it would point it in a direction and then pull back on the knob, then releasing to let the air out with a loud bang, shooting it at a large sparkly target. The kiosk is demonstrating how play integrates our understanding of things. Like the understanding of actions and reactions, asking questions and figuring out the answer to them. It communicated the understanding in play by giving the user questions they needed to answer with it. Like what happens when you pull back the knob? What happens when I hit the target with the air? What happens when I hit someone in the face with a puff of air?

The kiosk has a contest nature to it, having the user try to aim and shoot at the middle of a target. The design was most understandable with the drum, as it was not difficult to figure out how to work it, simply just pull back and release. However, the drum would not always be pointed at the target, so the user would never know if there was a target there at all unless they searched around for it or were told directly. There was a sometimes visual but mostly physical feel and forceful feedback to the kiosk. You felt the elastic pulling against you, you heard and felt the knob fling back towards the drum, you could see the parts of the target fly around when shooting air at it, if standing in front you could feel the air be pushed against your face. The kiosk is game-like where as it has the user aim for a target, trying to get within the middle of it. That kind of interaction is fun and responsive because you get the sense of where you are hitting on the target very quickly and you can compete with others to see who can hit closest to the middle of the target.

Adding another drum could be an interesting concept. Bringing in a more competitive nature than it already has. There should be a discussion about the target rather than having the user try to find the target. Adding more targets would make the design more interesting, rather than just one target. Bring more elements to it. The kiosk is fun in a small sitting however long-term it gets repetitive and is not as rewarding when interacting with it multiple times. The elastic knob is hard to pull, so making it easier to pull back and release will make the puff of air feel more rewarding for the amount of effort put into it.

Kiosk #2

The kiosk is two tiny drag race cars that are parallel to each other. There is a screen between them and countdown lights above the screen. The users wait for the lights to turn green, and when that does, the users press the gas pedal to move their vehicle, whoever presses it the fastest wins. What was it intended to communicate? The kiosk is communicating anticipation to the user. How did it go about communicating? It does this by displaying when the user is to push the pedal at a random time. So you will have to be waiting for it to tell you to go, and each time may be longer or shorter than the other so it’s the anticipation of the symbol for go that really brings the interaction of the kiosk together.

The presentation as well as the feedback of the kiosk were very strong. It set itself up like a racer, and when pressing the pedal, you were told very easily who had won. kiosk told you what to do and when to do it fairly simply. The feedback on the press of the pedal, though sometimes slow to display, was visually stimulating. When you pressed the pedal, the racer on the side of the screen you are sitting on would begin to move. The kiosk was game like in that it set itself up to be a competition. Two people would test each other’s reflexes and see who can press the pedal the fastest.

Refining the pedal as well as the button that starts the kiosk is the biggest issue. They feel delayed and with the start button especially, feels unresponsive at times. The lights at the top are very small, as well as being almost unnoticeable based on their position. It would be easier to have them be made bigger or to have them positioned in a better place. The winner sign could have a noise to it as well, giving the user more of a sense of reward rather than just a light that pops up on their side’s sign. The entire piece feels old and unchecked upon. The video that plays on the screen does not seem like it has been updated for a few years, and the cars are beginning to see the wear of hundreds of people sitting in them.


Interactive Media- Level Design Game Beta

For this project, most of the critique came from the box colliders that kept players within the play area, as well as the enemies hitboxes seeming unfair.

To counteract this, I redid a majority of the boundary colliders, adding more so the players cannot escape the play area, as well as moving them around so the player feels like they can move throughout the entire room without being too limited. As for the hitboxes on the enemies, I lowered them, so that the hitbox is deep within the enemy, while at the same time, I increased the player hitbox by a small amount, which therefore allows the player to go within a better distance of the enemies without feeling cheated out of passing by the enemy.

Production: Final Project Proposal

The basis for this final video will be an action sequence with a twist. It will begin with A couple of friends having a NERF gun war, having fun and messing around. After some time, a third contender shows up, but without a gun. He holds up his hand, extending his pointer finger and thumb in the symbolic form of a handgun. Then as the ones with the NERF weapons will be amazed by the the finger, as it then fires a laser out and at the wall. They drop the NERF guns and everyone begins to fight with laser fingers. After a few action oriented scenes, a few people will get shot and die. Someone who holds power like a teacher will after walk in and be shot by the final victor.

This video will rely heavily on visual and special effects. The effects are used to create what is the main focus of the video, a “suspension of disbelief.” The main purpose of the video will be to insight some form of a changed reality with the viewer, so they relate more to the fiction setting.

Production: Video Art Idea

The inspiration for my video will be from the Gorillaz song Double Bass, which appeared as the 9th track on their self-titled debut album.  In it is this aspect of duality, whereas the composers of the song were both playing the bass, going off of each other. One playing sharp grimy sounds that connected with the fluid, soft, and bouncy sounds of another. This is relatable to how a single person can have different sides to themselves. Our personalities are not one sided, we have different ways we feel all of the time and it can change constantly as well as instantly. My aesthetic will be the 90s, a sort of urban jungle grime placement. It’s dark and vast, yet it is filled with vibrancy and life. The 90’s were a time of rebellion, which is what the Gorillaz were based off of.

Certain shots I would use is a train track in between some buildings to give the idea of being in a populated area. There will be two people, one on each side of the tracks. They will be the same person, but will have some aspect of themselves that are different. They will stand there in a sort of face off, zooming in to display their visual differences. They will not cross over the tracks, as the distance between each side will remain constant, just as the song Double Bass has no definite end, it just stops.

Production: Documentary Pitch

Video Category: Documentary

General Topic: Jojo’s Bizarre Adventure

Specific Topic: How Jojo’s Bizarre Adventure holds up to fans and how what they enjoy so much about the series

Pitch: One of the longest running Japanese comic series of all time, titled Jojo’s Bizarre Adventure, is reaching it’s height in popularity, with not only having an animated adaptation in homes all across Japan, but a live action film adaptation having been released in theaters, Jojo’s Bizarre Adventure has affected many people within the country of Japan itself, as well as those in foreign lands. In North America, It has garnered in recent times a cult following, with many readers and viewers following it continuously. Jojo’s Bizarre Adventure is something unique, not only in a sense of story, but in how has gathered such a dedicated group of fans. As homage to such an audience, as well as it’s 30th anniversary being this year, I want to dive into what makes people enjoy this series so much, how they found it, what they enjoy the most of it.