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Gameroom
methods
-Research Conducted By-
Arial Garcia Ashley Curry Kristin Olinger Ashley Davis
Table of Context--
About The Project........................................1
Fly on The Wall............................................3
Behavioral Mapping....................................5
Participant Observations............................7
Graffiti Wall + Survey.................................11
Prototype Testing......................................21
Business Origami......................................19
Ideation Game..........................................13
Semantic Differential................................15
Ideation Session.......................................17
Final Conclusions.....................................23
METHODS
The methods were split up into 3 phases: analy-
sis, synthesis, and evaluation. The analysis phase
consisted of methods that help us understand the
context and the problems users may face within
it. The synthesis phase consisted of methods that
encourage participants to ideate to come up with
potential solutions. In the evaluation method….
1
ABOUT THE PROJECTCONTEXT
The context that we chose to research is the
game room in the IUPUI Campus Center. This is
the only game room on campus. The game room
consists of standing table games such as ping
pong and pool, seated games such as board
games and card games, video games, arcade
games, and outdoor recreational equipment
such as Frisbees and sports balls.
Problem Statement: We need to understand the game room in order to pinpoint the issues
the users might face within the game room?
2
AnalysisMethods
AEIOUActivities
Environments
Interactions
Objects
Users
For our first method, we used “Fly on The Wall” , which
invloved my group members and I inconspicuously
observing the context. This seemed like a good way
to get familiar with the surroundings of the game
room considering none of us really had any experi-
ence in the game room. Using this method alone did
not give us any guidelines on what to observe and
take notes on, so we chose to follow the AEIOU sys-
tem while conducting our research. The AEIOU system
involves observing and taking notes on the activities,
3
METHOD: Fly on The Wall
Problem Statement: How might we better understand the overall experience of the IUPUI
gameroom?
environment, intereaction, objects,
and users. We created a tool to help
us record information by designing
a worksheet with the AEIOU system
categories.
4
ActivitiesBilliards/poolAir hockeyvideo gamesPing pongLounging
EnvironmentPool areaPing pong areaArcade gamesConsole areaMusic playingRed, black, & white color scheme
InteractionsSitting/loungingRenting from employeeBilliards/poolTalkingAir hockeyLaughingCard gamesVideo gamesFriendly Competition
ObjectsFootball, kickball,frisbeePing pong balls &paddlesControllersBoard gamesTables & chairs2 Pool tables2 Ping pong tablesAir hockey tableArcade machinesTVsGame consoles
UsersMix of males & femalesMore males than femalesMixture of racesCollege studentsages 18-24
Reflection of FindingsOur group made conclusions based on the activities, environ-ment, interactions, objects, and users of the game room. We found that the game room is mostly used as a hang out for college students who enjoy games, most of them being male.
Reflection of MethodThe AEIUO Method helped our group observe the context without interaction. Using the framework helped clarify what we were looking for and guide us in a good observational direction.
FINDINGS...
Key Findings• The game room shuts down when there is an event hap pening.
• The majority of the game room population is consisted of males from the ages 18-24.
Next, we chose to use the “behavioral mapping” meth-
od becuase it focused on how the users felt about th
game room. Behavioral Mapping is used to system-
5
METHOD: Behavioral Mapping
Problem Statement: How might we better understand the social environment in the
game room?
atically document location-based observations of
human activity, using annotated maps, plans, video,
or time-laspe photography. We chose to use a cam-
era, chart, and map to record our information. The
chart helped us record the gender, race, age (edu-
cated guess), and interactions (what activity they are
participating in). The map was a layout of the game
room that we recorded users’ movements to get a
sense of the traffic in the space within designated
zones each of us observed.
Pingpong Pingpong 1 Pool
Seating Seating
Game Table
Seating
Seating
Video Game TVs
large video game tv Help Desk
Air H
ocke
y
Pinball Galaga
Zone 4 Zone 3 Zone 1
Zone 2
Pool
Game Table
Pingpong Pingpong 1 Pool
Seating Seating
Game Table
Seating
Seating
Video Game TVs
large video game tv Help Desk
Air H
ocke
y
Pinball Galaga
Zone 4 Zone 3 Zone 1
Zone 2
Pool
Game Table
Reflection of Method
INTERACTIONS OBSERVED...
Key FindingsThe game room participants are very sociable.
They also move around...a lot. Most participants circulate the room in some fashion.
PROS:• Discovered traffic patterns• Observed sense of community
CONS:• Chaotic• Difficult to effectively track individuals
-Going to help desk to browse or receive games.
-Walking around to see who is present and what they are playing.
-Playing Pokemon on 3DS.
-Chess
-Singing to the music played in the room.
-The majority aged 18-22 and male with the excep tion of one female.-There was a mix of races.-Sports game players stay longer than other console games.
-Most people talk without real conversation.-Solo players found at least one other person to sit with.
-Playing or watching pool.
-Eating a snack while watching pool.
-Listening to ipod while watching pool.
-Everyone was calm and quiet.
-Players roaming around between turns.
-Smiling
-Screaming (lost game/missed shot)
-Hand shake/hug (to dismiss opponent)
-Switch sides of table
-Chasing ping pong balls
-Returning balls to other tables
-Sitting and observing/waiting
Zone 4
Zone 2
Zone 3
Zone 1
6
Now that we had an understanding of the game
room and its activities, environment, interactions,
objects, and users, we needed to find a method to
begin understanding the areas that need improve-
ment. In order to get the full-feelings of being game
room users, our group played a series of different
games and used our cell phones to take notes. This
allowed us to take notes without other users’ real-
ization, which hopefully saved anyone from feeling
uncomfortable interacting with us.
7
METHOD: Participant Observations
Problem Statement: How might we act as users in order to gain the perspective
of the users?
As full participants, we acted as users while observing
the challenges in the game room.
8
Reflection of FindingsGame room users do not regularly follow all game room rules due to a lack of enforcement and clarity. There is no waitlist system for the games, food and drinks are brought to areas where they aren’t allowed, and it’s over crowded.
Reflection of Method
CHALLENGES...
Key Findings• The rules are not often fol lowed or even understood
• Over crowding problem
Help Desk-One Jag-tag per item (user held liable)-Often Unattended-Hard to hear employee
Table-Tops- Hazardous zone- Unstructured queue- Cramped space
Game-Tops- Rule Breakers(Food and Drinks
Consoles- Cramped space- No guidance for usage- Poor equipment quality
PROS:• Made sense of process•Experienced touch-points from users’ point of view
CONS:• Difficult to record findings in real time
9
10
SynthesisMethods
In this method, we wanted to recieve feedback from
the game room users. We knew that the users could
provide us with more information than we ourselves
11
METHOD: Graffiti Wall + Survey
Problem Statement: How might we figure out the biggest problems for users in the Game
Room?
had gathered. Using the information that we gath-
ered from our research, we composed a series of
questions and a worksheet to pinpoint the trouble
features of the game room:
-How would you improve the game room overall?
-What are your favorite vs. least favorite games?
-Do you think that everyone gets a fair chance to
play in the game room, why or why not?
-Does the game room feel too crowded, why or
why not?
1412
Reflection of FindingsThe findings from this method allowed us to find out that most users are regulars, over-crowding is a huge issue, ping-pong is very popular, and the equiptment is not very reliable.
Reflection of Method
FINDINGS...
Key Findings• Almost all of the game room users are regulars.
• Most users think that the game room is too crowded.
VLNM=ì ëÉêë=~êÉ=êÉÖì ä~êë9/10 users are regulars
10%
10%
40%
20%
20%
Air Hockey
Chess
Ping-Pong
Pool
Console
70% users think that the game room is too crowded.
1/2 users exeprience equiptment failure
favorite games:
PROS:•Honest opinions•The ability to compare method results
CONS:• Uncontrolled # of outcomes• May not get as many details as wanted.
Next, we decided to create a game based on the
over-crowding issue we had just discovered. The
game was similiar to Apples to Apples in which a
prompting card is flipped face up and everyone re-
sponds to it with their own answer. The participates
wrote their own answers on blank pieces of paper.,
then voted on the winner. This was considered one
round. There were 5 rounds in one game and there
were several games each with different participants
of the game room. We kept record of the winners
13
METHOD: Ideation Game
Problem Statement: How might we enable game room regulars to create solutions for
the crowding problem in an enjoyable way?
and every answer given to us. This method allowed us
to recieve several possible responses to help lead us to
discover the big challenge in the game room.
1414
Reflection of FindingsThe findings from this method allowed us to find out that most users are regulars, over-crowding is a huge issue, ping-pong is very popular, and the equiptment is not very reliable.
Reflection of Method
FINDINGS...
Key Findings• Users want a more effective waitlist
• Most users want more space
users want waitlists for all games
PROS:•Gain more perspective•User perspective
CONS:• Participants aren’t available at the same times• Distractions/silly answers
responses
8/9
1/2 2/3•want to add fans•want to expand the gameroom•want renovation to the space•want to remove old games for space
•want more tables•want time slots instead of white board ping-pong list•want active games seperated•want to better maintenance•want “Do Not Disturb” signal•want to remove old games for space
cards
In this method, we created worksheets based differ-
ent photographs of three diverse crowd situations
15
METHOD: Semantic Differential
Problem Statement: How might we enable game room regulars to create solutions for
the crowding problem in the game room, while understanding their
emotional reasoning behind it?
in the game room. We asked questions about how
the users feel when looking at each image. At this
point, we understood that crowding is the biggest
challenge of the game room, however we still didn’t
understand exactly how the users feel within each
zone of the game room when dealing with different
crowding situations. We also had a map attached to
the end of this packet allowing users to re-arrange
the furniture in the game room if they choose.
1416
Reflection of FindingsGametop players generally enjoy their experience, but have issues with crowding and confusion. Console players have pleasant experiences overall, but comfort varies from person to person. Tabletop had the most negatives.
Reflection of Method
RESULTS...
Key Findings• Crowding and confusion are the main issues • Tabletop games had the most negatives
PROS:•Further explaination of challenges
CONS:• Majority of issues repeated
gametop games console games tabletop gamesconfusion
comfort
crowding
While conducting our research, we were approached
by a couple of employees and a manager on multiple
occasions. They were very interested in what we were
doing and showed that they’d like to be involved in
the process by allowing us to sit-in at one of their
employee meetings. We decided to take advantage
of this situation and prepared an Ideation Session
method for the employees and ourselves. We pre-
sented our findings so far by showing the employ-
ees our tools/worksheets and explaining what our
research has shown so far. We passed out all of our
17
METHOD: Ideation Session
Problem Statement: How might we recieve insights from the gameroom employees?
tools and wrote their comments on the whiteboard in
the room. Most employees were very willing to partici-
pate and observe our findings.
18
Employees
Reflection of FindingsFrom this method, our group discovered that the gameroom users and employees both have several topics that they agree on. While they do disagree on some subjects, the majority of them agree.
Reflection of Method
FINDINGS...
Key Findings• Empluyees and users agree on many topics.• Both agree on overcrowding
Users
Seperating Active Games
Personal Belongings Shelf
Do Not Disturb Bracelet
Fans
More Space
Ventilation/AC
Moving A Ping-Pong Table
Whiteboards
Unlimited Budget
New Flooring
Game Rotation
Getting Rid of The Pillar
Compare & Contrast
move a ping-pong table out
additional seating
additional game table
PROS:•Gain more perspective•Sense of professionalism.•gained contacts
CONS:• Limited preperation time• No writing surfaces.
19
20
EvaluationMethods
METHOD: Business Origami
We used the game room floor plan map tool that we
created for previous methods, and created movable
pieces that represent every movable object in the
game room, and asked users to rearrange pieces to re-
21
Problem Statement: How might we get feedback from the users on a potential solution?
semble his or her ideal game room rotation. We also
asked and recorded their answers to these questions:
How often should the game room rotation occur?
and How would you like to be notified?
22
Reflection of FindingsThis method helped us immediately discover that no one liked the idea of a game rotation. Everyone wants to keep everything except for the air hockey table.
Reflection of Method
FINDINGS...
Key Findings• No one likes game rotation!• A digital waitlist could work
PROS:•Interactive•Easier than pen and paper
CONS:• No one was interesed in the solution
“A rotation of games would create longer wait times for the games still available and would eventually drive EVERYBODY out of the game room.”
Game Rotation
Considering that no one liked the idea of a game rotation, we dove deeper into the idea of a waitlist. We created
an app that allows users to sign-up for time slots and see what equiptment is rented out.
23
METHOD: Prototype Testing
Problem Statement: How might we test an early prototype with the game room users?
Low-Fidelity Prototyping Usability Testing
24
Reflection of FindingsMethod 1: Feedback lead us to understand changes that needed to be made.Method 2: Feedback lead us to understand the changes that were made worked effectively.
Reflection of MethodEveryone respoded very positively and excitedly to the idea of our app. The method helped us get the responses that we needed to make slight changes and find a solution!
FINDINGS...
High Fidelity App Screens-Changed to dark background for easier reading and interaction.-Color changed to blue for easy visibility.-Everyone loves it!
Low Fidelity App Screens-Users liked the simplicity and ease.-A map key was requested to make the crowd status easier to understand.
25
THE SOLUTION...
A SUCCESSFUL WAITLIST APP