SlideShare a Scribd company logo
1 of 15
Download to read offline
1
This paper is concerned with development of experimental research prototypes,
sometimes also called demonstrators. A commonly used development method is iterative
design which, as described by Salen and Zimmerman shortcite{Salen2001}, is a play-based
design process. A prototype is textit{``played, evaluated, adjusted and played again,
allowing the designer or design team to base decisions on the successive textit{iterations}
or versions of the game. Iterative design is a cyclic process that alternates between
prototyping, play-testing, evaluation, and refinement.''}




                                                                                               2
3
4
5
6
7
it must be stressed that the iterations can and should happen even inside the early
prototype development, and in some cases, between the test sessionsfootnote{For
instance, test the prototype with the first participant, fix existing problems and develop
further promising new ideas, and test the evolved version of the same prototype with
participant two, and so on.}:
 The traditional waterfall model cite{waterfallmodel} proposes a process where the
design, implementation, and evaluation follows each other in a linear manner. The iterative
design process for games see, e.g. cite{fullerton04,Salen2001}, emphasizes on iterations
where the game is designed, tested, and evaluated continuously during the process and
developed further. There has been some criticism that even this kind of process would not
be iterative enough cite{Fallman} and that design, implementation, and evaluation should
be done tightly together.




                                                                                              8
9
Participant role: informant/co-designer <--- Jorgensen, “co-researcher”




                                                                          10
OUR VIEW; IF U CANT DO IDEAL TEST EARLY, U SHOULD STILL DO QUICK AND DIRTY
TESTING AND DO IT A LOT. BUT DO NOT EXPECT IT TO PROVIDE PERFECT DATA




                                                                             11
Filled in by research question.
easy to fall into a frame of mind where one aims to produce a good game, loosing focus of
obtaining research material.


The very reason for the development of research prototypes is to find methods, features or
approaches that can be used in other games, games which are specifically made to be fun,
challenging and perhaps carry a message. The researcher needs to approach the design of
the prototype both as a researcher and as a game designer.


Practicality. Resources, time etc – and ideology regarding validation. Own and projected.




                                                                                             12
13
Jorgensen also talked about video commentaries. So maybe another arrow still under:
“feedback” -> after the game.
“”video commentary model, Jorgensen”.




                                                                                      14
15

More Related Content

Similar to Design for results - Considerations for experimental prototyping and play testing using iterative game design

Design the future of the Australian Web Industry with Design Thinking
Design the future of the Australian Web Industry with Design ThinkingDesign the future of the Australian Web Industry with Design Thinking
Design the future of the Australian Web Industry with Design ThinkingWilliam Donovan
 
Research learning goal 2
Research learning goal 2Research learning goal 2
Research learning goal 2Tsmith9946
 
Solutions Workshop Overview
Solutions Workshop OverviewSolutions Workshop Overview
Solutions Workshop Overviewphillipsjd
 
Exploratory Testing Explained
Exploratory Testing ExplainedExploratory Testing Explained
Exploratory Testing ExplainedTechWell
 
Exploratory testing
Exploratory testingExploratory testing
Exploratory testingHuib Schoots
 
Usability testing for qualitative researchers
Usability testing for qualitative researchersUsability testing for qualitative researchers
Usability testing for qualitative researchersKay Corry Aubrey
 
Usability testing for qualitative researchers
Usability testing for qualitative researchersUsability testing for qualitative researchers
Usability testing for qualitative researchersResearchShare
 
Serious games cwltgm
Serious games   cwltgmSerious games   cwltgm
Serious games cwltgmDavid Farrell
 
Video Game Usability Testing - Answering the Why
Video Game Usability Testing - Answering the WhyVideo Game Usability Testing - Answering the Why
Video Game Usability Testing - Answering the Whyaustinupa
 
Building Serious Games for Medical Intervention and Training
Building Serious Games for Medical Intervention and TrainingBuilding Serious Games for Medical Intervention and Training
Building Serious Games for Medical Intervention and TrainingBrock Dubbels
 
Astdtk2013 workshopmaterials
Astdtk2013 workshopmaterialsAstdtk2013 workshopmaterials
Astdtk2013 workshopmaterialsKarl Kapp
 
Makeweekend Prototyping Guide
Makeweekend Prototyping GuideMakeweekend Prototyping Guide
Makeweekend Prototyping GuideMakeweekend
 
Exploratory Testing Explained and Experienced
Exploratory Testing Explained and ExperiencedExploratory Testing Explained and Experienced
Exploratory Testing Explained and ExperiencedMaaret Pyhäjärvi
 
How to run a pop-up lab : Innovation through rapid R&D (Emerce Retail, Holland)
How to run a pop-up lab: Innovation through rapid R&D (Emerce Retail, Holland)How to run a pop-up lab: Innovation through rapid R&D (Emerce Retail, Holland)
How to run a pop-up lab : Innovation through rapid R&D (Emerce Retail, Holland)Fergus Roche
 
A Rapid Introduction to Rapid Software Testing
A Rapid Introduction to Rapid Software TestingA Rapid Introduction to Rapid Software Testing
A Rapid Introduction to Rapid Software TestingTechWell
 

Similar to Design for results - Considerations for experimental prototyping and play testing using iterative game design (20)

Game of Sprints
Game of SprintsGame of Sprints
Game of Sprints
 
Design the future of the Australian Web Industry with Design Thinking
Design the future of the Australian Web Industry with Design ThinkingDesign the future of the Australian Web Industry with Design Thinking
Design the future of the Australian Web Industry with Design Thinking
 
Presentation: Philips
Presentation: PhilipsPresentation: Philips
Presentation: Philips
 
Research learning goal 2
Research learning goal 2Research learning goal 2
Research learning goal 2
 
Prototyping Ideas
Prototyping IdeasPrototyping Ideas
Prototyping Ideas
 
Solutions Workshop Overview
Solutions Workshop OverviewSolutions Workshop Overview
Solutions Workshop Overview
 
Exploratory Testing Explained
Exploratory Testing ExplainedExploratory Testing Explained
Exploratory Testing Explained
 
Exploratory testing
Exploratory testingExploratory testing
Exploratory testing
 
Usability testing for qualitative researchers
Usability testing for qualitative researchersUsability testing for qualitative researchers
Usability testing for qualitative researchers
 
Usability testing for qualitative researchers
Usability testing for qualitative researchersUsability testing for qualitative researchers
Usability testing for qualitative researchers
 
402 w2
402 w2402 w2
402 w2
 
Serious games cwltgm
Serious games   cwltgmSerious games   cwltgm
Serious games cwltgm
 
Video Game Usability Testing - Answering the Why
Video Game Usability Testing - Answering the WhyVideo Game Usability Testing - Answering the Why
Video Game Usability Testing - Answering the Why
 
Building Serious Games for Medical Intervention and Training
Building Serious Games for Medical Intervention and TrainingBuilding Serious Games for Medical Intervention and Training
Building Serious Games for Medical Intervention and Training
 
Astdtk2013 workshopmaterials
Astdtk2013 workshopmaterialsAstdtk2013 workshopmaterials
Astdtk2013 workshopmaterials
 
Makeweekend Prototyping Guide
Makeweekend Prototyping GuideMakeweekend Prototyping Guide
Makeweekend Prototyping Guide
 
Lecture 11
Lecture 11Lecture 11
Lecture 11
 
Exploratory Testing Explained and Experienced
Exploratory Testing Explained and ExperiencedExploratory Testing Explained and Experienced
Exploratory Testing Explained and Experienced
 
How to run a pop-up lab : Innovation through rapid R&D (Emerce Retail, Holland)
How to run a pop-up lab: Innovation through rapid R&D (Emerce Retail, Holland)How to run a pop-up lab: Innovation through rapid R&D (Emerce Retail, Holland)
How to run a pop-up lab : Innovation through rapid R&D (Emerce Retail, Holland)
 
A Rapid Introduction to Rapid Software Testing
A Rapid Introduction to Rapid Software TestingA Rapid Introduction to Rapid Software Testing
A Rapid Introduction to Rapid Software Testing
 

More from Mirjam Eladhari

AI and Interactive Narrative
AI and Interactive NarrativeAI and Interactive Narrative
AI and Interactive NarrativeMirjam Eladhari
 
AI and Interactive Narrative in 2019
AI and Interactive Narrative in 2019 AI and Interactive Narrative in 2019
AI and Interactive Narrative in 2019 Mirjam Eladhari
 
Four ways game research field approach narrative
Four ways game research field approach narrativeFour ways game research field approach narrative
Four ways game research field approach narrativeMirjam Eladhari
 
TOG: An Innovation Centric Approach to teaching Computational Expression and ...
TOG: An Innovation Centric Approach to teaching Computational Expression and ...TOG: An Innovation Centric Approach to teaching Computational Expression and ...
TOG: An Innovation Centric Approach to teaching Computational Expression and ...Mirjam Eladhari
 
Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...
Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...
Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...Mirjam Eladhari
 
Research Overview Mirjam P Eladhari August 2019
Research Overview Mirjam P Eladhari August 2019Research Overview Mirjam P Eladhari August 2019
Research Overview Mirjam P Eladhari August 2019Mirjam Eladhari
 
Ludocriticism -
 Steps Towards a Critical Framework for Games
Ludocriticism -
 Steps Towards a Critical Framework for Games Ludocriticism -
 Steps Towards a Critical Framework for Games
Ludocriticism -
 Steps Towards a Critical Framework for Games Mirjam Eladhari
 
Workshop on Teaching Games: Pedagogical Approaches at DIGRA2019
Workshop on Teaching Games:  Pedagogical Approaches at DIGRA2019Workshop on Teaching Games:  Pedagogical Approaches at DIGRA2019
Workshop on Teaching Games: Pedagogical Approaches at DIGRA2019Mirjam Eladhari
 
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
Re-Tellings: The Fourth Layer of Narrative as an Instrument for CritiqueRe-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
Re-Tellings: The Fourth Layer of Narrative as an Instrument for CritiqueMirjam Eladhari
 
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...Mirjam Eladhari
 
SGC18 Talk at Sweden Game Conference 2018
SGC18 Talk at Sweden Game Conference 2018SGC18 Talk at Sweden Game Conference 2018
SGC18 Talk at Sweden Game Conference 2018Mirjam Eladhari
 
Bleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game TherapyBleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game TherapyMirjam Eladhari
 
Methods, History, and Impact - Directions in Game Design Research
Methods, History, and Impact - Directions in Game Design ResearchMethods, History, and Impact - Directions in Game Design Research
Methods, History, and Impact - Directions in Game Design ResearchMirjam Eladhari
 
Computational narrative and narrative systems
Computational narrative and narrative systemsComputational narrative and narrative systems
Computational narrative and narrative systemsMirjam Eladhari
 
Beyond believable agents - employing AI for improving game like simulations f...
Beyond believable agents - employing AI for improving game like simulations f...Beyond believable agents - employing AI for improving game like simulations f...
Beyond believable agents - employing AI for improving game like simulations f...Mirjam Eladhari
 
Designing for Creativity and Kindness in Games
Designing for Creativity and Kindness in GamesDesigning for Creativity and Kindness in Games
Designing for Creativity and Kindness in GamesMirjam Eladhari
 
AI Based Game Design - Teaching how to expand designers' artistic palette wit...
AI Based Game Design - Teaching how to expand designers' artistic palette wit...AI Based Game Design - Teaching how to expand designers' artistic palette wit...
AI Based Game Design - Teaching how to expand designers' artistic palette wit...Mirjam Eladhari
 
The role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauniThe role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauniMirjam Eladhari
 
Avatars bridging the semantic gap eladhari 2007
Avatars bridging the semantic gap eladhari 2007Avatars bridging the semantic gap eladhari 2007
Avatars bridging the semantic gap eladhari 2007Mirjam Eladhari
 
Experimental Game Prototyping and Play Testing using Iterative Design
Experimental Game Prototyping and Play Testing using Iterative DesignExperimental Game Prototyping and Play Testing using Iterative Design
Experimental Game Prototyping and Play Testing using Iterative DesignMirjam Eladhari
 

More from Mirjam Eladhari (20)

AI and Interactive Narrative
AI and Interactive NarrativeAI and Interactive Narrative
AI and Interactive Narrative
 
AI and Interactive Narrative in 2019
AI and Interactive Narrative in 2019 AI and Interactive Narrative in 2019
AI and Interactive Narrative in 2019
 
Four ways game research field approach narrative
Four ways game research field approach narrativeFour ways game research field approach narrative
Four ways game research field approach narrative
 
TOG: An Innovation Centric Approach to teaching Computational Expression and ...
TOG: An Innovation Centric Approach to teaching Computational Expression and ...TOG: An Innovation Centric Approach to teaching Computational Expression and ...
TOG: An Innovation Centric Approach to teaching Computational Expression and ...
 
Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...
Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...
Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...
 
Research Overview Mirjam P Eladhari August 2019
Research Overview Mirjam P Eladhari August 2019Research Overview Mirjam P Eladhari August 2019
Research Overview Mirjam P Eladhari August 2019
 
Ludocriticism -
 Steps Towards a Critical Framework for Games
Ludocriticism -
 Steps Towards a Critical Framework for Games Ludocriticism -
 Steps Towards a Critical Framework for Games
Ludocriticism -
 Steps Towards a Critical Framework for Games
 
Workshop on Teaching Games: Pedagogical Approaches at DIGRA2019
Workshop on Teaching Games:  Pedagogical Approaches at DIGRA2019Workshop on Teaching Games:  Pedagogical Approaches at DIGRA2019
Workshop on Teaching Games: Pedagogical Approaches at DIGRA2019
 
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
Re-Tellings: The Fourth Layer of Narrative as an Instrument for CritiqueRe-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
 
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...
 
SGC18 Talk at Sweden Game Conference 2018
SGC18 Talk at Sweden Game Conference 2018SGC18 Talk at Sweden Game Conference 2018
SGC18 Talk at Sweden Game Conference 2018
 
Bleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game TherapyBleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game Therapy
 
Methods, History, and Impact - Directions in Game Design Research
Methods, History, and Impact - Directions in Game Design ResearchMethods, History, and Impact - Directions in Game Design Research
Methods, History, and Impact - Directions in Game Design Research
 
Computational narrative and narrative systems
Computational narrative and narrative systemsComputational narrative and narrative systems
Computational narrative and narrative systems
 
Beyond believable agents - employing AI for improving game like simulations f...
Beyond believable agents - employing AI for improving game like simulations f...Beyond believable agents - employing AI for improving game like simulations f...
Beyond believable agents - employing AI for improving game like simulations f...
 
Designing for Creativity and Kindness in Games
Designing for Creativity and Kindness in GamesDesigning for Creativity and Kindness in Games
Designing for Creativity and Kindness in Games
 
AI Based Game Design - Teaching how to expand designers' artistic palette wit...
AI Based Game Design - Teaching how to expand designers' artistic palette wit...AI Based Game Design - Teaching how to expand designers' artistic palette wit...
AI Based Game Design - Teaching how to expand designers' artistic palette wit...
 
The role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauniThe role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauni
 
Avatars bridging the semantic gap eladhari 2007
Avatars bridging the semantic gap eladhari 2007Avatars bridging the semantic gap eladhari 2007
Avatars bridging the semantic gap eladhari 2007
 
Experimental Game Prototyping and Play Testing using Iterative Design
Experimental Game Prototyping and Play Testing using Iterative DesignExperimental Game Prototyping and Play Testing using Iterative Design
Experimental Game Prototyping and Play Testing using Iterative Design
 

Design for results - Considerations for experimental prototyping and play testing using iterative game design

  • 1. 1
  • 2. This paper is concerned with development of experimental research prototypes, sometimes also called demonstrators. A commonly used development method is iterative design which, as described by Salen and Zimmerman shortcite{Salen2001}, is a play-based design process. A prototype is textit{``played, evaluated, adjusted and played again, allowing the designer or design team to base decisions on the successive textit{iterations} or versions of the game. Iterative design is a cyclic process that alternates between prototyping, play-testing, evaluation, and refinement.''} 2
  • 3. 3
  • 4. 4
  • 5. 5
  • 6. 6
  • 7. 7
  • 8. it must be stressed that the iterations can and should happen even inside the early prototype development, and in some cases, between the test sessionsfootnote{For instance, test the prototype with the first participant, fix existing problems and develop further promising new ideas, and test the evolved version of the same prototype with participant two, and so on.}: The traditional waterfall model cite{waterfallmodel} proposes a process where the design, implementation, and evaluation follows each other in a linear manner. The iterative design process for games see, e.g. cite{fullerton04,Salen2001}, emphasizes on iterations where the game is designed, tested, and evaluated continuously during the process and developed further. There has been some criticism that even this kind of process would not be iterative enough cite{Fallman} and that design, implementation, and evaluation should be done tightly together. 8
  • 9. 9
  • 10. Participant role: informant/co-designer <--- Jorgensen, “co-researcher” 10
  • 11. OUR VIEW; IF U CANT DO IDEAL TEST EARLY, U SHOULD STILL DO QUICK AND DIRTY TESTING AND DO IT A LOT. BUT DO NOT EXPECT IT TO PROVIDE PERFECT DATA 11
  • 12. Filled in by research question. easy to fall into a frame of mind where one aims to produce a good game, loosing focus of obtaining research material. The very reason for the development of research prototypes is to find methods, features or approaches that can be used in other games, games which are specifically made to be fun, challenging and perhaps carry a message. The researcher needs to approach the design of the prototype both as a researcher and as a game designer. Practicality. Resources, time etc – and ideology regarding validation. Own and projected. 12
  • 13. 13
  • 14. Jorgensen also talked about video commentaries. So maybe another arrow still under: “feedback” -> after the game. “”video commentary model, Jorgensen”. 14
  • 15. 15