It’s fun, it’s educational, and it’s a great way to engage children. The orbs begin to light in a certain sequence (different each time it enters the dungeon), and after that, when looking at an orb, it lights up and emits a sound, signaling that it can be selected.Simon Says is a timeless game played by kids of all ages. By clicking this button, by pressing the Google Cardboard button, the player is moved into the dungeon. This experience starts with an UI just ahead of the player, with a single button to start (or restart). The orbs are out of the picture, representing the key to getting out of that place. Players should feel in a sad place where, only by solving the challenge, they could escape. The goal was to create a desolate environment. It has also been chosen to move simpler, in and out of likely locations, to further reduce this risk. To avoid the nausea typical of this type of experience, we chose to use only linear motion for the player. One important decision was about the mechanics of movement. In a new battery of tests, they reported that they liked the experience and praised the ambiance. In this iteration, the camera speed was reduced. Some reported that they felt uncomfortable with the speed at which the camera moved around the scene. I asked each user to describe their experience out loud. The last user test performed was for the total gaming experience. Everyone was able to correctly deduce the behavior of each screen and predicted the actions that would occur when they clicked a button. Users were asked what they thought each screen did. In this test we observed factors of usability and intuitiveness of the created interfaces. It was necessary to correct the distance of the player and the objects, allowing that it was possible to see all the orbs without moving the head. However, they became uncomfortable about the proximity of the camera to other objects. My users reported that they felt the full size, and that the mood, music and lighting conveyed a sombre air. In this first stage of testing the users were asked about the scale of the buildings and about the setting. At each test iteration, the necessary improvements were made. User testing occurred iteratively in several stages, where I questioned users about scale, ambience, interface intuitiveness, and game experience. Sketch of internal structure and instructions on the setting User Test It was only possible to reach this point of the project thanks to the iterative approach, where I concentrated on allowing an experience with good usability, comfortable ergonomics and intuitive mechanics. Several design decisions were made during the project, but the most relevant was the need to design a space where the user could intuitively understand the purpose of the game, making the experience of immersion as simple as possible.You need to use a virtual reality device such as Google Cardboard.The game is designed to run on Android mobile devices that support Virtual Reality technologies ( gyroscope and accelerometer).In this game, the player enters a dark dungeon with floating orbs and are invited to solve a puzzle Simon Says. Você pode ler esse artigo em Português clicando aqui.Īs part of my work on the Udacity Virtual Reality course, I designed, tested and iterated an application on Virtual Reality mobile.
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