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Low Fidelity Prototyping for
Location-based, Social Games
Anne Bowser, Yurong He,
Derek Hansen, Dana Rotman, Jenny Preece
CSCW 2012: Mixed Reality Games Workshop
The PLACE Approach:
Prototyping Location, Activities, &Collective
Experience
A scalable approach for prototyping
location-based, social games and apps
Why is PLACE needed?
Many apps,
few
prototyping
approaches
Geocaching: A real-life treasure hunt
Floracaching: Geocaching for citizen scientists
We use PLACE to prototype Floracaching
Find
Floracaches
Visit
Floracaches
Scan QR
Codes
Complete
Activities
Earn
Badges
Location
Social
Experience
Activities Time
Problem Space: Condense and Represent
Small scale session
Scale up
Co-design basics: The mapSign Up
Recruitment, Social sharing, Serendipitous discovery
Co-design basics: The mapChoose Activities
After an introduction, participants
choose what they want to do
18
15
20
4
Co-design basics: The map
Elevator
Lounge
Find Floracaches
First a classroom, than a campus wide activity
Co-design basics: The mapVisit Floracaches
Players visit real things
Get feedback, scale up
Start small, scale up, and let the users choose.
Recap
The PLACE Approach:
Prototyping Location,
Activities, &Collective Experience
1. Low-fidelity prototypes should not be polished
2. Activities > Interfaces
3. Start small, scale up
4. Testing should be done in the field
5. Respect authentic social experience
PLACE Principles
And thanks to Ryan Gamett,
Jocelyn Raphael, and Matthew Reid
Thank you!
Questions?

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Low-fidelity Prototyping for Location-based, Social Games

Notas del editor

  1. even though these are being created, wedon't yet have good methods for prototyping new ones. that's why we'vedeveloped the PLACE approach.
  2. “A mobile version of the national citizen science campaign to observe plant responses to climate”Focused on plant phenology (e.g., when flowers bloom, leaves fall off,…
  3. “A mobile version of the national citizen science campaign to observe plant responses to climate”Focused on plant phenology (e.g., when flowers bloom, leaves fall off,…
  4. Two techniques we found in the literature are prototyping with a game board and prototyping with cards representing different mobile phone screensPrototyping with a game board- represents the social aspects of the gaming experience and condenses timePrototypnig with cars- allows users to test in an actual location and with an actual handheld mobile device