Framework 1: Gathering
This scenario was developed from our informance where George was inviting Alex to a house party. The Roll to Hit Club members meets up to play games on a regular basis. On top of that, they have gatherings when they feel like they want to play together. Most of those time those gatherings were in short notices. Although it is such a short notice, many of the active members still show up. This scenario is about one of the situation where George bought a game and really wants to play it right away with his friends, but this only give his members short notice for the gathering. This scenario assumes how George had to text everyone and arranges a time according to most of the member’s schedule. This indicates the task of coming up with good meeting times is very difficult with limited information available to him.
- Informance on the meeting of two personas
- Members of the club
- Observation of a meeting and gathering
- Communication between members in meetings
- Short notice of gathering from organizer
- “Key Moments” and “Puzzle Solving” culture probes, close group, gets together a lot
- Interview questions on usual process of a meeting, and short noticed gatherings
Framework 2: Dungeons and Dragons
This scenario was inspired by our informance on the creative process. The game of Dungeons & Dragons takes a lot of imagination, much of it out of wit. The Roll to Hit Club plays role-playing games on a regular basis. Although the game may be different from time to time, the mechanics are the same (host, players, abilities, etc.). This scenario is a session of Dungeons & Dragons with Alex as the Dungeon Master, George as a player, and some other club members as players as well. This scenario assumes that all players are familiar with the game system and do not need to refer too much to the rules. It also assumes that the group is in the middle of a campaign instead of starting a new one. This scenario claims that lack-of and inaccuracy of information delays the game and may cause participants to become impatient.
- Informance on the creative process
- Dungeons & Dragons rulebook
- Personal observations on the game
- Member relations to the usual Dungeon Master
- Interview questions on the group’s willingness to stick to something
- “Key Moments” culture probe, narrative note-taking
- Interview questions on the mannerisms associated with role-playing games with the Dungeon Master and regular players
Both frameworks were decided upon based on the research of our group’s regular behavior. Our informances and personas further guided us towards two very important things for our group. When we asked about our group’s difficulties they frequently mentioned how their schedules often don’t line up and by the time an activity has been settled on and organized most people can’t make it anymore. Secondly, when they play role playing games such as Dungeons and Dragons arguments sometimes arise out of inaccuracies in the notes taken by individuals. Based on these needs we wanted to explore what a scenario or situation involving those two things would entail.
When creating the scenario where George has bought a new board game for the group to play we realized just how much actually goes into organizing any group of people. The once that’s done there’s so much in tournament organization. Having to think about each step from the designers perspective along with George’s and our group’s we thought about many things we wouldn’t have before such as how to contact large numbers of people, how to visualize information and even what their concerns are – if they’re going to have fun or not. George has to know everyone’s contact information, send them messages, read their messages, keep track of their responses, and through all of this organize a good time and place to meet. With no application to facilitate this process, George is often overwhelmed. The group meanwhile is left in the dark because George takes a while to respond and tell them what is going on. Once they are all at the meeting the tournament then needs to be organized which has more challenges: who should play first? Who should play who? Who won? Etc. Our solution to this was some kind of scheduling app that aids in tournament creation as well to minimize the overhead of these meetings. This idea, however, is quite common and boring to implement. Secondly, only the tournament add on is really specific to our group so we feel that it is not the best choice to develop.
Our second framework is about the group playing dungeons and dragons. For people unfamiliar with the game like many of us were it was surprising how much writing, note taking, and speech is involved in the actual play of the game. One member, the dungeon master is the controller of the story and information. He keeps track of the major events while each player keeps track of things specific to themselves. Because the story is so dynamic, the information is changing constantly. This can lead to inaccuracies in notes people take which can lead to arguments. As we had seen in our previous dealings with the group many members can get too focused on one thing and miss a key piece of information. To make this role playing gaming experience better, we thought it would be an interesting idea to create an information consolidation and distribution application to eliminate confusion between players. Being able to store all the information accurately and retrieve it efficiently will speed up the gameplay and hopefully improve their experience. We must be wary though of introducing a foreign technology into the game atmosphere. Some players may reject the app because it strays away from the traditional paper and pencil the game is normally played with.