Cover Page
Title of submission: The Lonely Commuter’s Orientation to Interaction Design
Category of submission: Design Case Study
Name and full contact address (surface, fax, email) of the individual responsible for submitting and
receiving inquiries about the submission: Contact Lorna Macdonald, School of Information Technology & Electrical
Engineering, The University of Queensland, QLD 4072 AUSTRALIA, lorna@itee.uq.edu.au
1
The Lonely Commuter’s Orientation to
Interaction Design
Lorna Macdonald
Ann Morrison
School of IT&EE
School of IT&EE
The University of Queensland
The University of Queensland
St Lucia QLD 4072
St Lucia QLD 4072
AUSTRALIA
AUSTRALIA
lorna@itee.uq.edu.au
morrison@itee.uq.edu.au
Ian MacColl
Matthew Simpson
School of IT&EE
School of IT&EE
The University of Queensland
The University of Queensland
St Lucia QLD 4072
St Lucia QLD 4072
AUSTRALIA
AUSTRALIA
ianm@itee.uq.edu.au
uqmatsim@itee.uq.edu.au
Abstract
In this paper we present a location-specific or locative
game experience we designed, developed and deployed
for new university students. Designed around a desired
knowledge set, the experience moves away from
traditional lecture-style introductory information
sessions by incorporating activities involving learning
by doing. The experience facilitates social interaction
within the student cohort, and introduces the students
to the style of work they will encounter and produce
during their studies. We describe our design approach,
provide an overview of the experience, reflect on two
trials run during 2005 and identify further changes we
plan to make for a trial in 2006.
Keywords
Design case study, location-based game, locative
experience, educational, social computing, physical
computing, responsive environments, university
student orientation, experiential learning, task-based
learning, skill sessions, belonging, team engagement
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specific permission and/or a fee. Copyright © 2005 AIGA | The
professional association for design.
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Project/problem statement
The goals of this project were to familiarize new
students with the university, to facilitate social
interaction within the student group, and to introduce
the style of work we undertake.
Figure 1: New students
have to find their way
When commencing a university degree, new students
are expected to familiarize themselves with their new
campus, and to sift their way through a plethora of
information thrown at them from all areas of the
university. Orientation activities attempt to introduce
students to the university, providing them with general
information and with information specific to their
chosen degree, generally in a lecture-style format. This
information is often essential to everyday student life
within the university and it is essential that it be
understood and assimilated quickly. However, the
distribution of information through traditional lecturestyle sessions and paper handouts has proven to be
unreliable. The separation of context does not
encourage a deeper understanding and the information
is often lost [1]. Information is not retained and
understood, which results in administrative and
educational effort for reiteration throughout the
semester.
Many students new to the university are also new to
the local area and often travel from interstate or
overseas to attend. Many are also new to a university
environment and its conventions and practices. These
include the teaching and learning style, the scale of the
campus, often spanning a large site or multiple sites,
the environment surrounding the campus, and, in some
cases, the urban or suburban environment. Students
may feel dislocated, operating outside their usual
support networks. One of our aims was to provide a
sense of belonging to something larger than self. We
provided opportunities for social interaction, facilitating
the generation of social networks within the cohort, and
encouraging a sense of belonging to both the specific
degree and to the broader university community.
We also wanted to give students an experience that
would introduce them to the style of work they would
subsequently be exploring and developing. The
Information Environments Program in which we work
takes a human-centred approach to the design of
information technology. We explore new ways of
interacting with information and the information
infrastructure, with strong interests in social
computing, physical computing, and novel forms of
human-computer interaction. We wanted to introduce
these interests to students in an experiential way so we
decided to develop a location-specific or locative
experience that was game-like.
Background
Team members, and their roles
The design and development team for the orientation
experience consisted of four main members, from the
Information Environments Program, in the School of
Information Technology and Electrical Engineering, at
The University of Queensland in Australia. While each
member had particular roles and responsibilities, the
group dynamics allowed for open discussion
surrounding project decisions and development.
Lorna Macdonald is a doctoral student whose research
interests encompass location-based services and
games, and specific game design issues. Macdonald
held the main role as project co-coordinator and
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physical artefact developer, helping to facilitate the
collation of content for the experience.
Escaping a previous career as a lighting designer and
production manager, Ian MacColl teaches and
researches in the overlap between social and technical
aspects of IT, with an emphasis on mobile, distributed
and pervasive computing in non-traditional contexts.
MacColl had the role of technical coordination and
digital artefact development.
With a background in installation, and new media arts,
Ann Morrison is currently working with context
containment interactive environments. Morrison also
lectures studio process, interactive environments and
visualization. With a role as an interaction and scenario
designer, Morrison assisted in content development for
the experience.
Matthew Simpson is an interaction and web designer
with a background in architecture, researching
collaborative design and locative experiences. Simpson
lectures information technology, graphic design and
studio process. Simpson was also responsible for
scenario and interaction design, and assisted with
content development.
Project dates and duration
This project has been through four iterations since an
initial trial in February 2004 (the Australian academic
year is aligned with the calendar year, running from
February to November). This paper is mainly concerned
with the version of the experience designed during the
second half of 2004, developed during JanuaryFebruary 2005, and run during February 2005. A
subsequent evaluation trial is also described.
Context of project
The Information Environments (IEP) Program within the
School of Information Technology and Electrical
Engineering (ITEE) at The University of Queensland in
Australia focuses on design- and human-centred
approaches to IT and emphasizes non-traditional
interactions within environments involving ambient and
pervasive computing technologies. The program hosts a
Bachelor of Information Technology majoring in
Interaction Design (formerly Information
Environments), a Bachelor of Multimedia Design, a
Masters in Interaction Design, and related postgraduate
research. This project focuses on the undergraduate
students in the two Bachelors degrees as they are
typically new to the university and, for many, their
orientation experience is their first introduction to
university life.
The Program is situated at a well-equipped satellite
campus. Many of the first year intake are new to the
campus and local area, with a number traveling from
interstate and overseas to attend, hence our interest in
supporting students to quickly integrate themselves
into their new social context.
At the start of the 2004 academic year, we conducted a
treasure hunt game to engage students with the
information essential to starting university. A series of
contextualised activities were developed, based on
assumed knowledge for first semester courses. This
experience aimed to step outside the traditional
lecture- and lab-based delivery of previous orientation
experiences, using site-specific physically-based
interactions.
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Student engagement in the 2004 experience was low
with most students not taking on board the information
delivered through the game process. Reasons behind
this were varied, with students stating that they did not
understand the context of the game and that they
attached little importance to the game content. Also,
many of the activities in the 2004 experience were
designed on the expectation that participants, new to
the university, would complete tasks introducing the
university context by revealing, interpreting and
understanding hidden information. These issues of
engagement and context form the basis of the
challenges for the project.
Challenges
There are two levels of challenges in the design and
deployment of this game-like experience. Projectrelated issues included over-familiarity with the
context, tight schedules and coordinating across
organizational boundaries. Student-related challenges
include the accessibility and engagement of the
experience.
Project-oriented challenges
The issue of familiarity with the site and the university
context arose with respect to content development for
the experience. Rendering the familiar unfamiliar to
ensure that the experience was relevant to new
students was a major challenge. Our main objective
was trying to discover the important aspects of the
context, which were confusing, unknown or
conceptually different for the new students. Getting the
content correct was paramount to the success of the
experience.
Project and time management is a problem for
academics with a variety of demands on their limited
availability. In our situation, this is exacerbated
working across multiple campuses, making physical
meetings problematic, which often resulted in schedule
slippages and last-minute changes.
As the project involved other areas on campus, staff in
other departments, became involved as participants.
Such participants, corresponding roughly to non-player
characters (NPCs) in video games, are common in
locative experiences. Work by Blast Theory and the
Mixed Reality Lab, for example, incorporates non-player
participants (actors) as integral to the experience of
game play, especially in facilitating interaction between
the player participants and the context [2]. However,
briefing and coordinating the various non-player
participants is problematic.
Student-oriented challenges
There were a number of challenges in creating the
experience to ensure it was accessible to and engaging
for all students. These included technological
assumptions, participant costs and the tradeoff
between enjoyment and learning.
Many pervasive gaming experiences explore the use of
high technology by providing small numbers of
participants with advanced equipment such as personal
digital assistants, wireless networking and sensing
hardware. Our experience involves up to 100
simultaneous participants, with no opportunity prior to
the day for discovering what devices they possess.
Based on technological trends, we assumed, therefore,
that most, if not all, students would possess a mobile
phone with at least SMS capabilities. This is based on
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Australian Bureau of Statistics research showing that
mobile phone ownership in households increased from
44% to 72% between 1998 and 2002 [3]. Although it
would have been interesting to design interactions
around the use of the rich-media capabilities of MMS,
this would require students to possess a camera phone
with networking configured prior to the day.
We also wanted to ensure that money was not a
constraining factor on engagement by keeping costs to
the students to a minimum. As a consequence we tried
to restrict the number of messages any individual or
group was required to send during the experience.
The time available to complete the experience was
limited, as students were only scheduled for a single
day of orientation activities. This was reinforced by the
fact that the process should not be too drawn out as
students would lose interest and not complete the
activities. Despite our intention that this experience be
fun, there was specific set of tasks that the students
would need to complete, for us to be satisfied they had
engaged with the information, which may not
necessarily be as enjoyable. The tradeoff of this
balance between the fun and informative aspects of the
experience was a major design consideration when
preparing the content.
Solution
Figure 2: Framework overview
Process
Our approach to designing locative experiences is
influenced by Aarseth’s analysis of computer games
[4]. Aarseth identifies three dimensions for computer
games: game-play, consisting of the players’ actions,
strategies and motives; game-structure, consisting of
the rules of the game; and game-world, the fictional
content providing the arena for play. Aarseth’s
dimensions encompass the components of a design
framework we are developing.
The lead author of this paper is extending and evolving
a framework for designing locative experiences [5] (see
Figure 2). The current version of the framework
distinguishes aspects for the basis or context of such
games, as well as their actual design. The basis aspect
of the framework is concerned with identification and
analysis of resources, locations and participant,
including motivations, outcomes, background or
precursor, stakeholders, site and resources. The design
aspect of the framework is concerned with tools for
conceptualizing the interactions and scenarios of play,
including theme, narrative, trajectory, nodes, tools and
face.
Aarseth’s dimensions inspired many of the components
in our framework. For example, Aarseth’s game-play
dimension encompasses players and what they do, both
individually and socially, and incorporates aspects of
the trajectory and narrative components of our
framework. Aarseth’s game-structure incorporates
aspects of our game trajectory, which outlines the rules
of play, sequences of events, and consequences for
actions. Finally, Aarseth’s game-world incorporates a
game’s face and narrative, although in locative games,
worlds can occur in different modalities, including
crossing the physical-digital divide.
A further influence on our approach is Fitzpatrick’s
Locales Framework, developed in the field of computersupported cooperative work (CSCW) as a basis for
resolving the tension between understanding and
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designing for “wicked problems” [6]. The primary unit
of analysis and design in the Locales Framework is a
locale, relating a social world and its interactional
needs, to the site and means that the members of the
world use to meet those needs. The Locales Framework
has two guiding principles: perspectives or points of
view, and centres, with associated notions of distances
and boundaries. The Framework is comprised of five
aspects that are used to characterize different
perspectives on understanding and designing:
•
Locale Foundations
•
Civic Structures
•
Individual Views
•
Interaction Trajectory
•
Mutuality
Nodes are the central component of the game design
aspect of our framework. The inspiration for nodes as a
core component is drawn from the idea of centres, as
described in Fitzpatrick’s Locales Framework, combined
with the notion of a node as a site or intersection for
exchanging game information [7]. Nodes describe the
individual interactions that occur during a game,
allowing designers to break down a design into
manageable parts. As well as being physical or digital
places where the artefacts of game play are found,
nodes also incorporate aspects of the Locales
Framework dealing with public face, site, and means of
interaction and the relationships between centres. We
will focus on nodes in the remainder of this paper.
Nodes are intended to form the stop point descriptors
for interactions or events that occur during the game.
They can also be thought of as the ‘ideas’ that form
together to create the game. The granularity or detail
of each node depends upon the current stage of the
game design. A node can be considered almost as a
puzzle piece, each one describing a particular part of
the whole. Especially in the initial stages of game
design, it is easier to conceptualise small pieces of the
game rather than trying to form a complete picture
from start to finish. The game’s narrative and trajectory
provide context for the nodes as they evolve through
the design process.
Nodes are formed around a centre that may be a
particular location, object, or person within the site, or
even an idea for an interaction. For each node, defining
the centre, the core of the idea, allows designers to
maintain the ‘zen’ of the node. Each node can be
described in terms of the site in which it is placed, the
game tools required, external influences, positive and
negative outcomes, inner trajectory, public face, type
or theme and relationships to other nodes. The
relevance of these aspects will depend upon the style of
node that is being described.
The site aspect describes the node’s positioning in the
game’s physical or virtual world. This may include
description of the environment and artefacts
surrounding the node. If the node resides in a virtual
setting, description of the virtual nature of the node, it
could be that it is part of a website or an SMS message.
For every interaction or event that occurs within the
game, there is be a set of tools that is required. In the
case of nodes, identifying the tools that a player needs
in order to traverse the node successfully allows
developers understand fully the technological
requirements of the game. In terms of tools, it is not
enough to say that a particular device or technology
will be used, designers need to specify the type of
actions that required to ensure the tools are suitable. In
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considering this, designers are also able to define the
types of responses the game provide for player actions.
This clarifies game infrastructure needs, for example,
by identifying a requirement for an SMS gateway and
software for processing player SMS message on the
basis of a node expectation that players SMS responses
as part of their game interactions.
The inner trajectory of the node outlines the sequence
of intended actions within the node and the rules that
surround these. For example, a node may require a
player to swipe a card in order to access a particular
area. The trajectory defines the player actions and
game responses to this. Linked with the nodes
outcomes, it defines what happens when the result of
the action matches an intended outcome and also what
will occur if the result does not match the outcome. In
the case of a swipe card, for example, if the swipe card
matches the access list, the game responds by opening
the door. If it does not, there are a number of different
responses that the game could return, it may send an
SMS to the player directing them elsewhere, or it may
simply not open the door and leave the player to figure
out why. Game designers can use the
wrong/undesirable outcomes as ways to lead players to
alternate nodes, or punish them by sending them on to
dead ends.
The external influences upon the node may have an
impact on its inclusion and manifestation within the
game. Areas to consider here are time of day, local
restrictions on such things as noise and light, transport
timetables, or business hours. It is highly dependent on
the style of interaction or event that is intended for the
node. As nodes begin to evolve, dependencies between
them will become evident, as outcomes from a
particular set of actions may affect the flow or format of
other nodes. These relationships may be defined
through the game trajectory or in the reverse can help
to define the trajectory itself.
A key factor in describing a node is defining how it will
be made known to the player. It is the public face of
the node that will alert players to its existence, it may
be that it is made known through the traversal of a
connecting node, in which case this would be described
further as a relationship of the node. Nodes in the
game can be made known to players through a variety
of different media, brochures, SMS, posters, radio. In
later stages the format of the public face can help to
distinguish betweens different levels of players. The
nodes theme or type will influence the style of face that
the node may have. Theme is described previously in
terms of the overall game design, but can be applied to
nodes to create variety in interactions and game
events.
The design process for this project operated on two
levels: an iterative approach to designing a system in a
team, and at a lower level focused on the interactions
within and implementation of individual nodes. The
approach that we used for the design and development
of the orientation experience involved:
•
Defining the goals of the experience
•
Identifying resources for completing activities
•
Defining desired outcomes
•
Defining the nodes
•
Iteratively refining and implementing the nodes
In keeping with our design framework, we started by
identifying game-basis aspects of motivation, outcomes
and background. These led to our goals of providing
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information in an engaging way, fostering social
interaction and previewing later work.
We then identified the resources we would be able to
use in order to implement and deploy the experience,
including exploring potential technologies and
evaluating their suitability for deployment. The
evaluation was in terms the overall context, site and
participants, and led to our assumptions about the base
level of technology students would have available, as a
design constrain.
We use the terms experience and event to express a
distinction about the level of technology available to
participants. By event, we mean a trial or
demonstration that pre-defines technology required,
typically at a high level. Events typically require the
supply of technology to participants. In contrast, by
experience, we mean a trial or demonstration where
the participants’ existing technology is exploited. In
addition to issues of cost and security, we believe that
working at the level of participants’ existing technology
increases the potential for appropriation through
familiarity.
Based on the goals, available resources and our
understanding of the site, we defined specific outcomes
as competencies to be achieve by the students. These
were based on informal consultations with existing
students, and on reviewing our experiences with
previous first-year students. This review included
marketing interviews conducted over several years,
investigating resource locations, procedures and skills,
cultures of habit, and general knowledge. The initial list
of competencies was categorised into those related
directly to the Program, and those related to other
areas of the university. This ensured any overlap with
other orientation activities was deliberate, reinforcing
the importance of the information rather than
overwhelming the students.
Based on the expected competencies, we defined nodes
within which students could achieve those
competencies. We used various representations of
nodes during the design and development process. For
example, in early January 2005 (approximately six
weeks before the trial), nodes were represented in a
tabular form, documenting:
•
Node name
•
Competency achieved
•
Player trajectory through the node
•
Non-player trajectory or responsibility
•
Token indicating completion of the node
•
Related nodes
•
Location of the node
•
Interaction style of the node
•
Details of result of node
The trajectory is a key attribute within a node. The
trajectory within a node must balance a degree of effort
to maintain interest, while still being understandable
and achievable. It is also used as the basis for
implementing the node, for example, defining
interaction as occurring via SMS.
The trajectory is also a key attribute between nodes.
Within a node it leads to the result or exit point of the
node that, in turn, links to the entry point of the next
node or nodes. The node trajectories and results are
important for helping participants to feel in control of
and to make sense of the overall experience. For
example, asking students to go to the Library to borrow
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an item makes sense in the context of an experience
designed to equip students with information, while
asking them to go to the Library to buy a coffee may
seem arbitrary (which may be appropriate in some
circumstances, but not for our specific experience).
Figure 3: CD materials for students
Based on the definition of the nodes, particularly the
node trajectories which can be viewed as scenarios, we
proceeded to iteratively refine and implement the
nodes. This involved two parallel streams of work, one
based on physical artefact development, and the other
focused on the digital experience and the underlying
infrastructure. Throughout the development process
team members responsible for the two streams
interacted closely to coordinate details of the
implementation of scenarios. Details of the
implementations are presented in the next section.
Solution
As introduced above, the aims of the 2005 orientation
experience were:
•
To promote greater retention and
understanding of key introductory information
through experiential learning
•
To facilitate social interactions amongst the
cohort to engender a sense of belonging with
the group, the Program, and the general
university community
•
To introduce students to the particular nature
of the degree through participation in an
experience indicative of the styles of work
they would be exposed to over the course of
their study.
learning experience by providing an ongoing reference
for students. The trajectory artefacts included
customised items to be borrowed from the Library,
markers to be located within buildings, and cards for
collecting stickers on completing particular sub-tasks.
The reference material took the form of a set of cards
detailing key information, links and resources, housed
in a CD case. The cards deliberately repeat information
presented during the experience and include additional
information, which, while useful for everyday
functioning within the university, was not seen as
important enough to include in the experience.
All artefacts and promotional material for the
experience were created with an overall game identity
or ‘branding’. This ensured that the experience and
people associated with it were visually identifiable.
The digital implementation involved developing an
initial infrastructure for orchestrating locative
experiences. We extended a text- and WWW-based
virtual environment, a Multi-user dungeon, ObjectOriented (MOO), to incorporate a messaging framework
to communicate with physical-digital transducers. The
MOO provided a simple way to enable partial
automation of orchestration, avoiding the risks and
faulty inferences of a fully automatic system. The
transducers were small pieces of code that acted as
digital-physical and physical-digital sensors and
actuators, communicating with the MOO to update the
state of play. Examples of transducers include
borrowing of a book, swiping a magnetic stripe or
reading a barcode, sending and email, submitting a
form, sending or receiving and SMS, and so on.
Physical artefacts were created to implement some
aspects of node trajectories and to reinforce the
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Figure 4: DVD case borrowed
from Library and used to locate
staff
Our use of a MOO for orchestration is inspired by the
work of Thompson et al in the EQUATOR IRC in the UK
[8], although it differs in several ways. At a technical
level, they used a proxy to communicate with a MultiUser Dungeon (MUD), whereas we embedded the
communication framework directly into the MOO. At a
conceptual level, they treated participants as nonplayers whereas we treat them as full players in the
MOO environment. Finally, they developed their MUD
using a strong geo-spatial orientation by tracking
participants using Global Positioning System (GPS) and
repositioning participant representations accordingly.
The digital spaces in our MOO map more closely to our
game nodes, some of which were digital, and some of
which were physical but defined via non-Cartesian
relations such as containment and connection, rather
than a coordinate system.
Students started the experience in a classroom session
where they are taken through basic technical
information, such as how to logon in the labs, submit
helpdesk jobs and join course discussion groups. This is
the only session delivered in a traditional mode. At the
end of this session, students were split into small teams
for the remainder of the experience, and due to
numbers the teams were started on two sequences of
tasks.
The 'Library Sequence' involved the students visiting
the library, searching for and borrowing a particular
item that corresponds to keywords given. This item, a
DVD case, contains instructions that direct the students
around the Program building where they familiarize
themselves with the building layout and with teaching
staff they will encounter during first semester.
The 'Journey Sequence' involved the students visiting
areas of interest around the campus using a set of
pictures to guide them. At the destination, students are
required to send a ‘magic word’ to the game system via
SMS to progress to the next stage.
On completing both sequences students had completed
various tasks that had been identified as important for
first year students. They had borrowed a library item,
identified staff and where to find them, navigated
around key places on campus, and handed in
information to the program office.
Communication with the teams was through interaction
with tutors in the labs during the initial session, contact
with non-player participants at various points, and via
SMS. At the completion of their initial sequence they
swap over, so teams doing the first sequence then do
the second sequence, and vice versa.
Each team’s progress was tracked throughout the game
and once all tasks were completed, they were sent an
SMS instructing them to meet for the grand finale. The
‘Egg Challenge’, conducted in the initial teams, forms
an introduction to first semester classes and the style
of visual thinking, rapid prototyping and problem
solving the students encounter throughout their
degree, particularly in studio-based courses.
At the conclusion of the experience, the students had
collected various notes, contained within a CD case,
documenting the tasks they had completed and
providing other information for future reference.
Results
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The results presented here are derived from the
February 2005 orientation, and from a subsequent
session run with second-year students who had
completed the initial treasure hunt game in February
2004. Feedback regarding the experience was gathered
through discussion with non-player participants and
through surveys distributed to the students involved.
The feedback gathered was qualitative and the survey
distributed to the second years was altered to enable a
comparison with their orientation experience in 2004.
2005 First-year Students
Of the 91 commencing students, 79 participated in the
orientation experience on 23 February 2005. Surveys
were distributed in classes a week later. Unfortunately,
only 6 participants responded to the survey, suggesting
improvements are needed in the feedback process as
we had expected substantially more responses. This is
most likely due to the fact that surveys could be
returned at a later date and may have been forgotten
after class.
Despite the lack of response, the feedback gained was
positive with all respondents stating they had enjoyed
the experience and found the information packages to
be useful. Those who had not visited the campus prior
to the experience now felt familiar with navigating the
campus. Respondents stated they had been able to
meet new people, and suggestions were made for the
experience to include more activities that would allow
them to get to know others in their cohort.
Discussions conducted with library staff, involved as
non-player participants within the experience,
highlighted the need for more comprehensive preexperience briefing. Providing an overall picture was
needed to give them a clearer understanding of the
impact of their role in the experience and to enable
them to better support the participants. Problems were
encountered when students were unable to locate the
library catalogue, and suggestions were made that an
extra step be included that provided students with an
introduction to the online system.
We were also approached by a UQ Guide, a current
student employed to help new students during
orientation, who suggested that the Guides should also
be made briefed on the experience as they had been
approached by participants asking questions specifically
linked to tasks. In addition to this, UQ Guides and
library staff also suggested that students be identified
in some way as being participants within the
experience, to allow for them to be identified and given
support in the context of the experience. This would
also enable students to recognize each other as
participants and encourage further socialization within
the cohort.
From a logistical standpoint, our experience and
feedback from non-player participants indicated that
greater consideration of communication with designers
was needed to ensure the experience ran smoothly.
More formalised testing prior to the deployment would
have highlighted the need for a back-channel
communication process and also for more formal and
widespread briefing and promotion of experience.
At the start of the experience, the MOO system wasn’t
working due to a misconfiguration. Consequently, the
teams for the experience were formulated manually.
For participants, this meant that they were assigned
teams and given instructions for the first task verbally.
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The lack of a physical representation of this caused
confusion amongst some participants. Some found
themselves at the wrong end of campus as they had
misunderstood where they were to meet their teams.
SMS interactions had to be temporarily redirected to
one of the designers’ mobiles, which slowed the
response and tracking process down considerably.
In the weeks following the experience, administration
staff commented that they had received fewer enquiries
from first year students regarding common information
distributed through orientation than in previous years.
This suggests that the students engaged with the
information and activities within the experience and
came away with a more comprehensive understanding
of university life. From a teaching perspective, the
experience enabled us an initial insight into the cohort
and student personalities in a lightweight setting.
2005 Second-year Students
Students in their second year were asked to participate
in a rerun of the orientation experience in a studio
course, firstly, to expose them to alternative forms of
game interactions as part of the studio, and, secondlym
to enable a comparison to be drawn with the 2004 trial
experience. Adjustments were made to the experience
to reduce the amount of time it would take to complete
and to enable new aspects to be introduced. Individual
puzzle pieces were introduced as a way to form groups
for the experience. As each group was identified by
color, puzzle pieces were colored accordingly and
provided students with a visual clue when searching for
others in their team. These also provided teams with a
tangible reference point, as when put together they
formed the instructions for the first task.
The final design task was not included in this iteration
to reduce the duration of the experience although many
participants felt this should have been included as it
had been the highlight of their orientation in 2004. A
barcode scanning system was introduced to mimic
assignment submission procedures.
Of the 58 students enrolled in in the studio course, 53
participated in the experience and 25 responded to
surveys distributed directly after the experience.
Responses showed that a majority of students found
this experience to be better than their 2004 orientation
experience. The information was presented in a more
engaging manner and, while some may not have
enjoyed the experience, it was considered to be useful
and informative. We were surprised to find that some
of our second-year students learned some of the
information for the first time during the rerun
experience.
At a detail level, it was felt that some instructions
should be made clearer. In particular the path-finding
exercise caused confusion as some students thought
they had to collect a letter from each photo-point to
create a password rather than collecting it at the
destination. Many students were not impressed with the
amount of walking involved in the experience, some put
this down to the timing of the event after a long
lecture, while others attributed it to their familiarity
with campus or to pure laziness.
2006 Orientation – Future Work
The experience will next be deployed for orientation in
February 2006. As a result of the previous iterations, a
number of key refinements have come to light related
to pre-experience preparation, participant identification,
13
team formation, task clarity, evaluation and
transferring to other contexts.
A clear process for moving from design to development
needs to be defined to ensure that the implementation
does not become fragmented and that it runs to time
constraints. This should include a formalised approach
to testing to minimise technological and logistical issues
on the day. For non-player participants, a formal
briefing should be conducted and they should be
involved in pre-experience testing. This should be
supported by greater pre-experience promotion to
generate an understanding of what the students will be
doing, ensuring a wider support network on the day.
To further this awareness, students should be ‘visually
marked’ as being participants to provide context for
campus staff when providing support. This branding of
students, in the form of lanyards, badges or some such,
will also serve as a recognition device for other
participants allowing more opportunities for
socialization. Mixing teams during the experience and
encouraging collaboration between teams will further
support the desired social outcomes of the experience.
Figure 5 We designed an experience
to introduce students to each other
and to the university
The use of a physical artefact, such as the puzzle
pieces, for forming teams will be carried through to the
2006 experience. The ability for students to have a
tangible reference for tasks and a visual clue for team
formation reduces confusion and supports their
engagement with the experience. In terms of the tasks,
the clarity of the instructions needs to be revised,
whilst maintaining a balance between intrigue and
obviousness.
Evaluating the experience proved difficult given the
methods chosen, surveys and discussion generated
more questions than those answered. Formalizing the
current evaluation methods and support of these
through follow up discussions and focus groups would
improve the quality of responses. Interactions within
the experience needed to be observed and catalogued
to support the evaluation and inform future
refinements.
As the experience evolves, its portability to alternate
contexts is under consideration. There is interest
currently from other schools on campus to adapt the
experience for use in other orientation experiences.
Discussion has also occurred around its packaging as a
marketing tool for use with high school students
considering tertiary study.
Conclusion
In this paper we have presented a case study,
documenting our experiences designing, developing
and deploying a locative experience for new university
students. The aims of the experience were to provide
introductory information, facilitate social interaction and
preview the nature of the work the students will
undertake. We designed the experience using a
developing framework for such experiences, and we
presented the node aspect of the framework in detail.
We described the experience, comprise of Library, Staff
and Journey Tasks and an Egg Challenge, and we
detailed the evaluations we have conducted, both with
new students and with students who have previously
undertaken a related experience. We concluded by
describing the main changes we plan to make for the
next version of this experience to be run in February
2006.
14
Acknowledgements
TBA
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