ID 2018 Group 6

From UWE Digital Media Wiki
Jump to: navigation, search

Field Research

Location: M Shed, Date: 17/10/2018

We decided to visit M Shed to gather some ideas about Bristol's history and think about what we are going to make our installation about. Also, we observed visitors at the M Shed and we interacted with the interactive installations, digital or not, available there.

People of different age groups were present. The location was quiet however, you could hear people talking, possibly discussing some of the exhibits. Groups of students were present, too. Some of them were reading the comments under the exhibits, whilst others were writing in their note books. Kids were playing with the installations that had buttons or the things that seemed more fun to them. Both the student group and the kids group were led by an instructor who was seen explaining things to the groups. We observed that people didn't spend much time interacting with the interactive information screens.

It seemed that people were trying to figure out how the exhibits were created and how the installations worked. We had the chance to interact with some of the installations, too.

Pictures & Videos: [1]

Week 5

Date: 24/10/2018

Today we tried to come up with an idea about the topic of our installation and expand on it. We discussed the possible locations that we believe are going to be more suitable to install our installation, and our target audience. Also, we thought of the problem we are trying to solve/what we want to achieve with this installation and discussed the possible constraints that we will face. We came up with some ideas about the installation and we will work on them during the week and then, we will refine our ideas to form the design brief for next week.

Also, we tried to answer some questions that we came up with two weeks ago in the tutorial. The questions are:

 1. What topics about Bristol will be suitable for this project?
 2. What interests people in a particular place/location?
 3. How many people visit that place and what is their purpose?
 4. Where's the most appropriate place for our installation?
 5. What do we want to communicate with our installation? How?
 6. Who is our possible target audience?

Week 6

Date: 03/11/2018 Location: Bristol Temple Meads Train Station

During an observational research at Temple Meads Station, it was observed that passengers seemed busy, reading the departure/arrival screens, and most of them were walking very fast to catch their trains. People of different age groups were present, some sitting in front of the tea/coffee roll bar, and other people interacting with the travel sales machine. Also, some people were talking on their phones while some were waiting for someone to arrive. At that point, a good idea was that the waiting area could be a good place for the installation, as a lot of people stand there waiting.

Location: Bristol Coach Station

Through different visits at the Coach Station we gathered a few things that we have noticed and wrote them down. Usually, people wait at the gates where their bus is going to leave from, either standing or sitting on the benches. Other people are walking around or checking the route screens, and there are people that sit at the small coffee shop inside the station. Also, at the station there is a piano which people can freely play if they want to, and there are people that while they are waiting for their bus, they spend some time playing the piano. Lastly, on busy days or peak hours, the coach station can be too crowded and busy.

Week 7 - 8

This week we started discussing our ideas more, and attempted to create some initial sketches and storyboards for our prototype.

Pictures

Prototype Content

For then creation of the installation, we need to have some content to add. So, we looked for events related to transportation in Bristol, and more specifically, related to buses as we chose that, for the prototype the chosen location is the Coach Station. Then, we thought of the 'role' of each event in the game. Some of the events we found to complete our prototype are the follow:

   1. 1958 - Bristol Bus Station opens, it was then redeveloped in 2006 into the modern bus station we see today.
   2. 1875 - The first trams were brought into service, reducing congestion.
   3. 1938-1941 - The Bristol Tramways were abandoned and Buses started to fill in the tram lines.    
   4. Apr 1963 - Bristol buses boycott, preventing black or Asian people to be employed into the BOC (Bristol Omnibus Company).
   5. Aug 1963 - The Bristol Buses Boycott was ended after several months of discussion.
   6. 2017 - Bristol Metrobus Project failure.
   Why Metrobus failed:
      - The South Bristol route has been completely abandoned, as no company wants to operate it.
      - The frequency of the buses are comparably worse than the regular buses.
      - The metro bus project is £30,000,000 over budget.
      - The Metrobus line targets greenbelt land on Stapleton Allotments, angering environmentalists.
      - 2 of the 5 proposed Metrobus lines are delayed, with one of them not be serviced at all.

As for the role of each event in the game, the first, second and fifth events, are considered good events. Good events will let the player move forward several stops. The fourth and sixth events are consider bad events, and that means that they will change the player's route and take them on a longer trip. The third event, is considered neutral which will not have any effect on the player.


Events Sources:

   [2]
   [3]
   [4]
   [5]
   [6]

Final Storyboards

Before the creation of the prototype, we had to rethink how it will look like and it's flow. So, we created new storyboards. At first, we needed to think about the map that we will use and gather a few ideas on how to design it. That's why we created a moodboard with different maps:

Moodboard

Then, we moved on to create new storyboards: Final Storyboards

Mainly, we wanted to show the flow of the game in more detail. We show when the spinner comes up, then the movement of the player, then the tooltip with the information and so on. This storyboard helped us having a more clear idea about the final outcome of the prototype.