Archive for Thesis

Greengrowers: a location-based game in Venice

Greengrowers is a location-based game to be played in Venice (Italy). I designed it for my Interaction Design thesis with Professors Gillian Crampton Smith and Philip Tabor for the Visual and Multimedia Communication degree – IUAV University of Venice.

Players, using GPS technology, grow virtual plants in specific areas of the Venetian campi (squares of the city called fields in Italian since they were open and green land in the past). Resources are given by real weather conditions (water, sun) and site-specific data (humus) and the game is played over 14-days sessions during the four climatic seasons. A series of tools, gained with frequent play, helps each “greengrower” to feed his/her creatures and make them bloom. Players play against each other and the winner of each session is awarded a real plant and can indicate a place in the campi where to plant them with the Local Council sponsorship.

The project will be presented on Wed 22nd April – 9 am, at IUAV University of Venice, ex-convento delle Terese, Dorsoduro 2206, Venezia.

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Stop motion is the way

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Greengrowers is designed as a casual game for IPhone. From the very beginning I thought the application should have a delicate mood, a sort of poetic spirit.

I’ve always been fascinated by Bruno Munari, a genial designer and artist. His research gave an enormous contribution to visual arts, industrial design, games and creativity. Some of his works, “Disegnare un albero” (Drawing a tree) and “Un fiore con amore” (A flower with love), made me think a lot when I first read them. I decided to take inspiration from these workshops and I started working with coloured paper; I drew plants on different surfaces, from crepe to rice to tissue paper. I tried to make small videos of my drawing process and after that, I realized I could make animations of tiny bits of paper composing a plant figure.

While finishing the final draft of my report, I made some very quick and dirty clips. I’m trying to understand which might be the best solution. I attach a couple of examples, just to give an idea of what I’m trying to work on. Comments, of course, are very welcome.

Download here example A (MOV | 2.6 MB)
Download here example B (MOV | 2.2 MB)

Next Monday, I should work in the photo studio to record all the scenarios I need.

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Thesis progress

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I haven’t been writing on the blog for a while. The main reason is because I’m trying to keep up with my thesis report for the university. Of course, the project has moved on in the meanwhile.

I made a lot of changes to the concept I’ve posted almost a month ago. For instance, Augmented Reality has been replaced by a simpler GPS tracking system; play has been simplified and limited just to the “campi”; time for each session has been reduced from a season to 14 days.

The overall design is almost finished:
-the UI details are being refined
-I’m working on a new, definitive, solution for my graphics (a lot of paper, scissors and stop motion!)
-I’m thinking about some delicate sounds to include
-I should sketch the website look and feel soon

Hopefully I will post some GUI details after this Carnival weekend.

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Pre-prototype evaluation

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Il test volge al termine. Oltre all’analisi dei booklet di gioco, i partecipanti risponderanno ad un breve questionario per meglio valutare alcune opportunità di intervento sul design. Qui è possibile scaricare copia delle domande che verranno poste. Il materiale sarà valutato nei giorni a seguire e verranno pubblicate le classifiche con conseguente proclamazione del vincitore/vincitrice.

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The test will soon be over. Here is the pre-prototype evaluation interview (in Italian) that players have to fill in. The standings of the game (and the winner name) will be published in the next few days.

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Greengrowers Beta Test (29.01-02.02)

From Thursday 29th Jan till Tuesday 2nd Feb, I will run, with 12 volunteers, a pre prototyping test of my thesis project. The players will play on a small booklet I made out of cardboard and paper. After the test, each of them will be asked to fill in a brief questionnaire on the experience. The evaluation will hopefully help me refine the ongoing design.

Here are PDFs of the booklet and the instructions on the prototype (only in Italian)

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Da Giovedì 29 Gennaio a Martedì 2 Febbraio, 12 volontari prenderanno parte al test del primo prototipo della mia tesi. A seguire, chiederò ad ogni partecipante di compilare un breve questionario sull’esperienza di gioco. La valutazione del test e delle interviste mi fornirà utili indicazioni per il design.

Qui i PDF del libretto di gioco e le istruzioni del prototipo (in italiano)

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Paper prototype testers!!!

Sto realizzando un semplice prototipo di carta per testare il game design e il concept della mia tesi.

CERCASI TESTERS: il test impegnerà 30-60 secondi al giorno da Giovedì 29 Gen a Martedì 2 Feb. Non è necessario giocare tutti i giorni. Questo va a discrezione. Possono partecipare tutti coloro che passeranno almeno una volta in un campo di Venezia in questo periodo.

Dovrei distribuire degli sketches su carta per giocarci nei campi. E il miglior tester riceverà un vero premio!!
Vi sarà anche una brevissima intervista dopo il test; alcune domande che insieme ai risultati del gioco saranno la base di una prima valutazione.

Datemi la vostra disponibilità commentando sul blog, scrivendo una mail al mio indirizzo email (ivanprovenzale_at_gmail_dot_com), SMS o telefonando al +39 320 7665974, su skype ELAZNEVORP, o su facebook. Benchè il materiale sarà tutto online, spero entro domani, prima di Giovedì devo consegnare di persona il materiale ai testers.

Grazie!!

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Presentation for Lab2 students

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What follows is a brief presentation of my work in progress I made to IxD Lab2 2009 students on Friday 16th January.

Download the presentation (PDF | 900KB)

The concept development is going on: there is still a lot of work to do but at the moment one of my biggest worries are visualization and graphics. Comments are very welcome!

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Thesis revision 4

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The final week of the IxD Lab1 studio has been very tough, as usual. Due to this overload I really slowed down my work on the thesis. After a few weeks thinking about a theme for my game, my very first idea of changing Venice into a cursed forest is consolidating. The physical Scrubble and the neighbourhood management ideas have been left behind.

In the last 4 weeks I’ve been trying to understand what is more important to take into consideration: I need a simple game that has an interesting interaction. I brought a lot of considerations but it seems as the minimal game element is still a bit weak. I think I had an interesting idea for the graphics mood.

Therefore the next steps suggested during the last revision of my work concern finding a good balance between the amount of active involvement and its reward, developing a ‘look and feel’ proposal and thinking on the “on site” visual context.

Sharing my recent thoughts also highlighted to me the need for a better investigation of the physical space and activities of the territory in which the game will be developed and a brief study of ideal players.

I’m trying to make a research on the graphic style and still thinking about the biological dynamics of an invasive vegetation.

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My B-rainstormDAY

I don’t really like birthdays but I thought I could try something different this year…

For my birthday, Sunday 7th December, 9 pm, I would like to invite everybody to a brainstorming session in my flat.

It’s not a party! But if you come you’ll still get a good coffee, pastries and maybe some strong drinks. We’ll chat for a couple of hours about my thesis project. We’ll make drawings, we’ll sketch ideas, stick millions of post its on the wall. I need to listen to your crazy ideas and I want people to criticize my thoughts.

RSVP!! Either by adding comments here or on my mobile/skype/email.
Thanks for your wonderful present!

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It’s time to move

Venice is a unique town. It is a completely pedestrian urban area built on water. At first glance the urban fabric seems like any other in the world; until one gets lost in its labyrinths or he/she doesn’t realize that crossing a bridge means walking into one of the many unperceived small islands which give shape to the “sestrieri”. A town where, during high tides, the lagoon overwhelms the walkways giving this dizzy feeling of living over a buoyant creature.

Venetian nights are even more fascinating: the crowded and colorful touristic town turns into a ghostly set of desert “calli”. One often walks alone in the narrow and silent lanes, in a town that has no precise time reference and it’s completely pervaded by a magic atmosphere.

So why shouldn’t such a weird place have a real magic?? I want to see the dark “campi” invaded by living creatures. I want the town which was built on water -but without any trees- to finally bloom from its desert. I want to put a curse on Venice…

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