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Team Scrub’s 3D Rendered
AnimationAutomatic Card Shuffler/Dealer
INSPIRATION
One day…
PROBLEM
Do you ever get tired of shuffling a pack of
cards? Tired of fighting over whose turn it is to
deal? A product such as an automatic card
shuffler has been used in the consumer market;
however it is not extremely popular and it
requires you to split the deck into two before
shuffling, and it does not deal to players.
HYPOTHESIS
Combining an automatic card shuffler with an automatic
card dealer may be just what card players are looking for!
No more dropping the cards, no more cheating while
shuffling or “setting up the cards.”
These automatic card shufflers are widely used within
casinos however they are big, overly priced, and do not
deal to players
Our product allows consumers to have the ease of shuffling
and dealing done without doing it themselves
PRODUCT
Our card shuffler/dealer will shuffle the cards
automatically and it will have an LCD screen
allowing different options, and sit on a
rotating device which allows an easy deal to
each player.
PRODUCT CONT’D
When the deck of cards is inserted, the machine will count
the cards (alerting you if cards are missing), and the LCD
screen will also allow for options such as number of players,
and cards per player. There will also be an option to deal the
entire deck of cards depending on the amount of players. If
the remaining pack will be used, there will also be a button
allowing for quick dispersal of cards and they will sit near the
bottom so each player may grab a card when needed (button
called “eject”). The LCD screen will also show the number of
remaining cards left in the machine
PRODUCT CONT’D
This product will also be battery operated making
it portable. Once you insert the deck of cards, you
can press a button on the LCD screen that says
shuffle, press a button for the number of players,
and a button for cards per player (or deal entire
deck).
PRODUCT CONT’D
Depending on the number of players, the machine
will adjust its angles (90 degrees each rotation if
two players, 45 degrees each rotation if four
players, and 30 degrees if six players).
PRODUCT CONT’D
Unlike existing card shufflers, you do not need to
split the deck into two, you can just insert the
deck into the indicated slot and the machine will
do the work. If you feel the deck has not been
shuffled well (if a new deck is being used) then
you can easily hit the shuffle button again and the
cards will be shuffled again
PRODUCT CONT’D
The card shuffler/dealer will spit out the amount of
specified cards per player, and the games can
begin! Once the game has ended, press the deal
button to repeat the specified settings (example:
four players, thirteen cards each).
THEORETICAL CONCEPTS
Computer VisualizationBeing able to manipulate a certain product before it
is assembled proves to be cost efficient, time efficient, and helps in waste reduction (Saakes, 2006)
It is cost efficient since physical materials are not yet being used and wasted when virtual manipulations are being done
It is also time efficient since doing virtual manipulations takes seconds as opposed to physical manipulations which may take up to a couple of hours
Being able to visualize the automatic card shuffler and dealer would prove to be helpful when creating final product.
THEORETICAL CONCEPTS
Economic
By incorporating the automatic card shuffler and
automatic card dealer into one unit, consumers will not
only save time and money by only having to purchase one
item, but they will save their cards from wear and
tear/damages
The automatic card shuffler and dealer will also be made
for a fraction of what casinos charge, allowing for
consumers to buy product without spending ample
amounts of money.
THEORETICAL CONCEPTS
Ergonomic
Our design of the automatic card shuffler and dealer will be in the form of a rounded edge cube, unlike previous card shufflers or dealers which are made in all different sizes and shapes
Being in the shape of a cube, allows for easier storage as well
The LCD screen allows for easy programming, easy options allows for less confusion (which button does what) and buttons are large enough to press and read as so they do not interfere with other options
THEORETICAL CONCEPTS
Gibson’s Affordance Theory
Theory states that: the world is perceived not only in
terms of object shapes and spatial relationships but
also in terms of object possibilities for action
(affordances) — perception drives action. (Gibson,
2008)
We created our product with an interface that makes
usage easy for the consumer
THEORETICAL CONCEPTS
Gibson’s Affordance Theory Cont’d
The easy lift lid that allows for individual to open and place cards inside will be made see-through so consumers are able to see where the cards sit, and know that it is a lid that opens. The opening where the cards are dealt from is easily distinguishable from any other parts since it is literally a hole in the product (a mouth even)
The LCD screen will light up depending on options the user chooses, making options easy to read and easy to press (with labels indicating what button does what option)
The size and shape of the product will allow ease of moving it from one place to another, along with ease of storage.
THEORETICAL CONCEPTS
3-Stage Model for Perceptual Processing: 1st
Stage
Information is processed in parallel to extract basic
features of the environment:
If the user is looking at the product, they are
automatically undergoing parallel processing
(independent of what they choose to attend to –
extraction of features)
THEORETICAL CONCEPTS
3-Stage Model for Perceptual Processing: 2nd Stage
Active processes of pattern, perception pull out structures,
and segment the visual scene into regions of different
colour, texture, and motion patters
The colour, texture, ability to remember what options do
depending on the LCD screen buttons, and the ability of
the product to move at different angles depending on
the settings
THEORETICAL CONCEPTS
3-Stage Model for Perceptual Processing: 3rd
Stage
The information is reduced to only a few
objects held in visual working memory by
active mechanisms of attention to form the
basis of visual thinking (Ware, 2004).
THEORETICAL CONCEPTS
Gestalt Laws of Pattern Perception
Are rules that describe the way we see patterns in
visual displays. There are many laws including:
proximity, similarity, connectedness, continuity,
symmetry, closure, relative size, and common fate
THEORETICAL CONCEPTS
Gestalt Laws of Pattern Perception
Proximity is used when dealing with the LCD screen (since the similar things are grouped together)
Similarity is used since the shapes of the product determine how they are grouped together (the top where the cards are placed, the LCD screen, the mouth where the cards are dispersed)
Continuity is used since the design of the product is smooth, and does not have any shapes or objects that are unidentifiable) (Ware, 2004).
OUR FINDINGS…
Since there was not much information regarding
automatic card shufflers/dealers, we decided to
conduct our own research using surveys of 50 random
individuals
Our questions consisted of:
1. Do you trust casino dealers?
2. Do you trust your friends/family when they deal?
3. Would you purchase a product like this for future use?
OUR RESULTS…
1. Do you trust casino dealers?
• Yes = 44%
• No = 50%
• Not Affected = 6%
OUR RESULTS…
2. Do you trust your friends/family when they deal?
Yes = 28%
No = 68%
Not Affected = 4%
OUR RESULTS…
3. Would you purchase a product like this for future use?
• Yes = 82%
• No = 16%
• Not Affected = 2%
3D RENDERED PRODUCT
BIBLIOGRPAHY
Affordance Theory (Gibson)." Learning-Theories.com. 2008. Web. 19 Feb. 2010.<http://www.learning-theories.com/affordance-theory-gibson.html>.
CSOFT - One World, One Market: Complete Multilingual Globalization Solutions. Web. January 28, 2010.http://www.csoftintl.com/index.php
Saakes, Daniel. "Hit and Render Teaching CAD Visualization to Product Designers." Docstoc – Documents, Templates, Forms, Ebooks, Papers & Presentations. 2006. Web. January 28, 2010. http://www.docstoc.com/docs/20554384/Hit-and-Render-Teaching-CAD-Visualization-to-Product-Designers
Ware, Colin. Information visualization perception for design. San Francisco: Morgan Kaufman, 2004. Print.