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Favor- gamification of kindess
FAVOR-A pay it forward app
GAMIFICATION OF KINDNESS
Objective
Through the use of gamification, create a community that is willing to help others and doing favors for other people in exchange for Karma points
Observation
1. People posting about themselves on the internet when they do something good- taking that a step futher.
Question: why do people do that?
It feels good to be acknowledged for doing something good. However there has been many backlash that these people help others to show off on social media. Hence their intention is not genuine. However many argue that posting things online will inspire other people to take action and hence leading to a kinder society.
Problems with that is that favors can be quite intangible and easily forgotten. Also there is no social obligation for you to help another person if no one knows about it.
Solution. Translate the favors into points that you can used to ask for favors from the community.
Everyone starts with no points. You have to help someone first in order for you to be able to ask for a favor.
This changes the mentality of a player from someone who just receives help (passive) from other people to someone who is has the option to find someone who needs help and help them first (active) .
How is it being used.
1. Every one starts out with 0 Karma points.
Karma points earned from helping someone else calls in a favor. Favors will be shown on a dashboard.
2.You collect points by helping people do tasks in the dashboard.
3.You can give away your Karma points to ask for help.
4.If you wish to organize events such as voluntary works, please submit your request to the developers.
Process and failures
Over the past week I’ve been working on a few components.
Fluid simulation and integration with existing game/scene.
This was done using a fluid simulation, the camera is taking the xy values of the mouse and moving the fish to it using a transform function.
This was also taken to the truss room to test for resolution as well as effect
Exploration of form of fish using 3D
One of the objectives was also to redesign the fish so that it would suit the design of the installation.
Exploration of form of fish using 2D
This was done digitally using a software known as rebelle. Currently the process might be to create a 2d texture of the fish and then map it on to the 3d model. 2D texture needs to be animated .
SMART NATION
What is it and what are its goals and vision?
Advances in digital technology have opened up new possibilities to enhance the way we live, work, play, and interact.
Singapore strives to become a Smart Nation to support better living, stronger communities, and create more opportunities, for all.
And “smartness” is not a measure of how advanced or complex the technology being adopted is, but how well a society uses technology to solve its problems and address existential challenges. Citizens are ultimately at the heart of our Smart Nation vision, not technology!
Why would you need this and who does it serve?
Singapore seeks to harness technology to improve urban living. Some areas of focus include
enhancing public transport networks,
enabling successful ageing
ensuring a secure but open data marketplace.
To encourage innovation and collaboration between citizensand companies, open data is made available at government portals such as Data.gov.sg and Datamall.
I think that we the world we live in is growing and changing at such a rapid rate that it is no longer possible or even feasible for the government to handle and attempt to solve every problems that the nation faces. In a way Singapore is looking at how we can better rethink actions and counter measures as well as how Singaporeans as a collective effort can better react and take initiative.
Migration data visualization by Madeline Ngai
s
From data to dust is a data visualization using particle simulation.
PROTOTYPE
Data visualization of data that is provided on https://data.gov.sg/ allows us to rethink the way we understand trends and numbers.
A Reflection on “Thoughtful Interaction Design – Jonas Lowgren”
What is good design?
As Lowgren puts it,
Good is defined in relation to societal laws, regulations, agreements and contracts. We cannot reach a simple definition of what constitutes good design.
It is, in Lowgren’s words, “a designer’s most important task .. to develop her judgement, by critically and independently formulating her own assumptions and beliefs.”
Good design stems from a keen eye and a taste that has been developed over the years, but how does one begin thinking developing such taste?
Lowgren proposes a set of ideas and guides that is meant to allow designers to be critical and reflective. In his own sense, he is attempting to give the ‘material without qualities qualities.”
The term interaction design was first coined in 1980s but it was only in the previous decade or so that the idea begin to take form. Lowgren uses a set of parameters to define the challenges that designers need to understand and reflect upon as they create these works.
What i find particularly useful is the ideas and responsibilities that Jonas Lowgren is championing for designers to tackle. These guidelines give designers a set of standards to uphold themselves onto and gives themselves something tangible to understand their own works.
I think that this is particularly interesting when i begin to use this framework to understand my own medium, mainly games. A couple of years ago, it is rare to think of games as a medium that is good for something anything other than fun and entertainment. Yet in the past decade or so, there has been a rise in the ‘practical’ use of games.
Serious games has been for a while been used to make a statement, either through using empathy or through sharing a different perspective. Games allow us to put ourselves in positions we otherwise would not be able to experience.
1. September 12,
A political statement about the act of ‘counter terrorism’ leading to the rise of more terrorists, September 11 gives players the agency to react and kill off the terrorists , only to harm innocent people and create more terrorists as a result.
It is simple and yet powerful, playful but also horrifying as we begin to understand the impact and significance of the actions we support and how it affect the lives of others.
The immersive experience can only be described as surreal. In a large enough space, it is difficult to not give into the suspension of disbelief that one naturally indulges in inside a VR world. In game, I almost feel like I am standing on the edge of the cliff or pulling a long bow. The haptic feedback works well giving a degree of illusion of touch.
The 2 camera maps out the location of the player in real space and translating that in game. The stereoscopic vision through the dual screen creates a sense of depth through use of perception.
Recently Nintendo has announced a hybrid console. One that is able to function as a console + controller at home ( above) and a mobile portable console, ( below) . Nintendo’s reveal for the switch has generated huge hype. From my perspective, it is because the Switch is designed to solve a few problems that plagues modern day console.
- mobile gaming devices and home console devices exist in two separate markets- Switch solves this problem by having a two in one design that is still relatively affordable.
- Local split screen games are diminishing – Switch can hook up to 8 different controllers.
INK
Inspired by Chinese Painting
Progress for interaction.
Fish moves towards point but the rotation is off. So it flops lifelessly.
Digital Age_Goodwin
DESIGN
GOAL ORIENTATED DESIGN
One of the most important concepts that revolves around design is that the design is the function, not just a form of aesthetics. I think this was promptly brought up in the article Digital Age.
Design needs to serve human needs and goals. Understanding the problem from multiple perspectives is crucial to the design process. For me this is essential in both games and web. The function of games is play and a lot of emphasis of web is interaction and information. Designing without understanding the problems that it is trying to solve makes the design irrelavent.
Two questions.
How well does detailed design work well with something that might be hard to truy prepare for such as interaction and user experience?
There are other design concepts such as iterative design and principles of design How does such design concepts aid in the problems of design.
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