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Second Reflection
The latest stage in my project progress has involved
me working on some of the interactions the user will
experience with my project. I want the project to have
a lighthearted feel to it, in a way it should show off
my personality. So I am trying to create some animations
to grab the user’s attention. What inspired me
was a quote I read from Michele Dickey’s article
Engaging By Design: How Engagement Strategies in
Popular Computer and Video Games Can Inform Instructional
Design
“Games are designed to engage players. Game designers
are at the forefront in developing interactive design.
Elements of interactive design include the various dimensions
of a setting, the roles and characters within a game
environment, and “hooks” that afford actions
and feedback to the players.”
My project is not so much a game, there are no points
scored, no one wins or loses. Actually the only people
that lose are the ones who don’t see it. (That
was a joke) Anyways, I am trying to take as much as
I can from this quote and apply it in my design. I have
a “setting”, the use of the map of the eastern
United States is where the project takes place. I am
going to create a story behind this project so the users
will be put into a “role”. You will obviously
have a “character”, both literally and figuratively
in the Jeremiah game piece. The “hooks”
I feel are going to be the toughest part of the project.
These will be the animations, and the scene changes
the user will go through. You will have to wait and
see how I do with those. In the mean time you may check
on my technical progress below:
I started playing around with some movements of the
car, and thinking of how I want the intro of the program
to be. I didn't do much real work that I saved, it was
mostly quick movies to see if I could make it look like
the racecar was reaving its engine before it would then
fly across the screen.
My next big step is to figure out how the car will
know to move in the direction of the thumbtack once
you click on it.
Reference:
Dickey, M. D. (2005). Engaging by design: How engagement
strategies in popular computer and video games can inform
instructional design. Educational Technology Research
& Development, 53(2), 67-83.
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