Monday, 23 November 2015

High fidelity prototype - part 1

Last week we started the development of a high fidelity prototype version of the software for the Beat Seeker project.

We are currently encountering problems regarding the way in which Unity3D works with an android device's accelerometer and gyroscope.

The primary problem involves the fact that the accelerometer data is itself not usable for its originally intended application in the design. The one way to overcome this would be to figure out an algorithm to separate intentional directional input from the user and false input that results from rebound on the sensor from previous movement. Even with this algorithm there would be the possibility that the user input could be interpreted by the application inaccurately, which could negatively impact the user's experience by frustrating them. Another way to overcome the issue that actually came to light during a discussion about ways to enable some physically disabled users to use the app; the design of the game mechanics could be modified to use only the tilt controls of the device to allow the user to simply aim at the place that the beat is coming from. This would make the game more easily playable for any users that do not have full use of their arms, and could potentially improve the user experience of all other users as well as they could still play the game by being physically active in aiming the device but they would also have the option to sit down and play the game using the fine motor controls of their hands if they get tired.

We will be attempting to produce gameplay prototypes of both for next week so that we can user test them both to decide which one to use for the final prototype.


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