A website presenting the project dissertation and the game is now available at:
MSc final project website
Persuasion through technology and its application in an environmental educative game
MSc Design and Digital Media Final project
Wednesday, 18 August 2010
Tuesday, 3 August 2010
Second screen
And this one is the second screen in the game.
As the space I have in the house is very limited, I 've only added the essential elements for the game play. Other elements would have provided a richer environment, but wouldn't have let space for the character to move inside the house.
Some graphics have changed appearance when imported in flash. The tap became darker and the lamp changed colors as well. I've tried to fix all these little issues in flash but the result is not as good as in Illustrator.
As the space I have in the house is very limited, I 've only added the essential elements for the game play. Other elements would have provided a richer environment, but wouldn't have let space for the character to move inside the house.
Some graphics have changed appearance when imported in flash. The tap became darker and the lamp changed colors as well. I've tried to fix all these little issues in flash but the result is not as good as in Illustrator.
First screen
Here it is the final design for the first screen of the game.
I´ve added some little changes once in flash to facilitate character movements and collisions calculation, but in essence it remains the same.
Even if the graphics are quite basic I consider they transmit the basic ideas in the game. Little details as the house in a tree and the bike, reflect quite green living flavour...
Monday, 28 June 2010
The importance of experience
Computers can shape attitudes and behaviours providing computer simulated experiences. (Fogg, B.J., 2003) Simulation, or the representation of a real life situation in a computer program, has multiple applications and forms. From the persuasive point of view, technological elements are less important than what the user actually experiences, but is important to highlight that often people are influenced not by information itself, but by how it is presented (Fogg, B.J., 2003) and there are evidences that multimedia technology with its use of video, audio and graphics is more engaging than other conventional media and facilitates cognitive focus (Din, F.S and Calao, J., 2001).
All simulations have something in common: experience.
According to Fogg, “when it comes to persuasion, experience makes a difference” (Fogg, B.J., 2003, P82).
Other authors have also argued the importance of experience: According to Redd, in our culture second-hand experience in which information is selected, modified and packaged, has become so dominant that primary experience is endangered and he calls for a better balance between firsthand and second-hand experience, because primary experience is our most basic way of understanding reality and learning for ourselves (Redd, E.S, 1996).
The experiential learning theory remarks the importance of experience in learning and means that understanding is not a matter of memorising concepts or second-hand experience as Reeds says. Rather, humans understand best when they can simulate an experience in a way that they can be prepared for accomplishing their goals. (Barsalou, 1999; Clark, 1997; Glenberg & Robertson,1999 in Gee, J.P, 2007). D.Kolb’s learning model reflects a spiral of learning that usually starts from a concrete experience: http://www.businessballs.com/images/kolb's_learning_styles_businessballs.jpg
Tuesday, 22 June 2010
Persuasive technology, an introduction
Persuasive technology is defined as any ‘interactive computing system designed to change people’s attitudes and behaviors.’(Fogg, B.J., 2003). In his definition Fogg refers mainly to interactive computing systems such as software, websites and mobile applications.
Persuasive technology can be categorized as an application of design with intent method (Dan Lockton, David Harrison, Neville A. Stanton, 2010), that provides a broader vision of persuasion through design. The authors define Design with Intent (DwI) as ‘design intended to influence or result in certain user behavior’. DwI method can be applied in different fields such as architecture, graphic design, product design, ergonomics and software applications among others.
DwI method was born with the objective of influencing user behavior to reduce the environmental impact of products which consume resources during use (Dan Lockton, David Harrison, Neville A. Stanton, 2010). The importance of users’ behavior and decisions in environment impact is highlighted not just by academics, see for instances UK Government’s Stern Review (Stern, 2007), where behavior change is mentioned as a priority in this field, but also by governments and philosophers (Curren, 2009).
Wednesday, 16 June 2010
Working on the game storyboard
Transportation screen
At the moment I would like to focus the game on the main daily behaviors we can try to modify in children for a sustainable lifestyle: recycling, transportation, food, water and energy consumption.
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