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A PLAY EXPERIENCE MAKER'S WORK LOG FOR FUTURE SELF©2001 – 2023 Kyle Li 李肅綱 All Rights Reserved.

Category: Parsons

GE Collab: Reimagine Cockpit

Posted on February 9, 2011April 15, 2024 by Kyle Li

This semester I was given the opportunity to lead an experimental UX design class in BFADT to reimagine the commercial airline cockpit in partnership with General Electric (GE). In our initial research we realized how little did the cockpit technology evolved in the past 70 years. Newer and thinner devices are being cramped onto the vintage interface penal. Besides safety concerns, most of these modular devices are manufactured by different companies therefor the data are redundant and unorganized. However, involving human factor inside of machine-based interaction is a way to reduce the mechanic error down to 1/1000,000,000 which is the standard for commercial airline grade electronics. Our main goal is to shift the current engineer centered design to an user-centered one.

Student presentations:

Building the cockpit dome:

Before we decided to build a live size dome for this class, we tested with a mini one. The concave nature of a dome projection is like poking through the wall between reality and the virtual world. The result is stunning and definitely immersive with all the clouds flying by pilot’s feet.

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Many thanks to Dave Pentecost and his post on homebrew dome lens. I am using an identical set-up to his with a Canon 15mm f/3.5 fisheye lens and a Canon 50mm f/1.8 II lens. It was a great moment to see the projection in focus, now I want to look for a shorter focal length fisheye lens and a smaller aperture 50mm lens to increase the brightness, and to have the projector even closer to the vertical dome.

04/15/24 The link above is dead, check this one out, similar method:
https://www.lss-planetariums.info/index.php?lang=en&menu=projector&page=projector

Sharing screen with modified 3D viewing classes:

With the technology behind most of the 3D TVs, it is possible to display two channels of information on one shared screen. The 3D viewing device that Panasonic, Sony and NVIDIA used for their 3D TV are called ‘shutter glasses’. Basically, these glasses alternately shut off the left eye and right eye, while the TV is alternating between two video channels at the same time, one for each eye. If we take this idea of channel alternation further, we can create a custom shutter glasses that only view one of the two channels. I tested it with NVIDIA 3D Kit and it works nicely. During the flight, one channel can be used to display all the necessary data, while the other one can be used for flight simulation training or entertainment.

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Mobile Quest 2009

Posted on July 22, 2009 by Kyle Li

mobile quest

Mobile Quest is a five-day long mobile game design camp for 5th grader happening now (7/20/09~7/25/09). It is put together by Institute of Play and sponsored by Nokia Mobile Learning Institute and Pearson Foundation. Me and Leanne are leading one of the four teams in the camp, there are over 40 kids in total, most of them are going to Quest in Fall. Our team is the most energetic one, and they are up for game design, best combo ever. They have won all the camp wise competitions, they rock my soul!

the smart phone
My goal of this camp is to have kids at the end of camp to be able to understand a game through it’s game elements, in this context, they are components, goal, core mechanics, game space, choice, and rules. We were told in the orientation meeting that kids are not going to write anything down, so in preparation, we pasted all game design elements in huge colorful types around the room, and drew the word “FUN” and a Galaxy Super Mario in the center of the room.

On Monday, the very first session, when kids walked into the room, they instantly recognized the Mario on the wall, some of them even pointed it out the origin of the drawing. After settling down, we had kids introduce themselves plus their favorite games or the last game they’ve played. Metal Gear Solid, GTA 4, Tetris, Packman, Boogie Superstar, and Pokemon were mentioned. Then we walked around the room introduced every game design element and have them name the elements out of their own favorite games. The rest of the week, on top of the tight schedule, we always do a review of all the game elements in the room.

bigtype
avatars

On Tuesday, for the reviewing session, I brought in different card games and asked kids to pick out game elements from the cards they pick. I started out with D&D miniature stat cards. Each os these cards has detailed stats about a miniature, including name, description, habitat, and rules for special attacks. They are a really good example for game components, core mechanics, choices, and rules. The second card game I shown was Anachronism from History Channel. These cards are beautifully crafted in sets based on historical figures. What is special about these cards is that on top of the character card, it has a 3 X 4 grid that indicates character’s attacking directions, which also implies the game space around the character on the actual game board.

The third and final card game is The Eye of Judgement (EOJ) from PS3. These cards look very similar to Anachronism cards, but some of them have two battle grids instead of one. The other difference about these cards are embedded with barcodes for PS3 to read, so I used them as the last set of cards for smooth transition into SEMA code. At the end of the session, I asked them to keep the EOJ cards and save them for the final surprise, then we move on to SEMA code.

During the session, kids were having trouble finding out where the implied game space is on their Anachronism cards, but they eventually did with some hints from us. When they pick their EOJ cards, they were able to relate them to Anachronism cards and had no problem pointing out where the implied game space is on EOJ cards. We also tried to make sense of the connections between character descriptions and their stats and special attacks, because a lot of time, narration is where game designers inspired for game elements, or vise versa. When they stuck, we will revisit definitions of  these game elements. They are very good at making direct connections between all game elements and what they visually encounted. Anything requires a step further seems difficult to them. But, their potential to understand complex systems using very simple anylogy is beyond my comprehension. This might have to do with us as adults tend to complicate things becuase our pround library of references and experiemences. It was full of surprises hanging out with them.

cards used in session

In the begining of Wednsday I showed them what those barcodes on EOJ cards actually do. It was a tight schedule on Tuseday, I didn’t get to show them the big surprise. I moved it to Wednseday because they have been wanted to know what is the secret hidden in their cards. I brought in a PS3 and set up the Eye of Judement game. They put their cards underneath the camera, then the magic happened, creatures and machines are coming out of their cards on screen. They were amazed by the technology and were arguing whoes monster is the biggest. They tried all the cards I brought in, too bad we didn’t have time to let them play the actual game.

pop a monster
pop a monster

On Thursday, in a discussion on the game “Silent SEMAcode” we played on Tuesday, kids came up with all kinds of possible mods to make the game more interesting. Mike came up with a brilliant idea to have players retrieve secret words in turns, but instead of verbally passing the word to the next player, he or she acts it out. Nadine suggested dancing instead, Chandler said singing a song will be cool, the conversation goes on and on, kids seems to like this idea a lot. The discussion moved on to Zaki’s idea of a scavenger hunt using SEMA codeas the source for the riddles. Zaki loves two things and two things only in this camp, moon walk and scavenger hunt. In order to help them spice up scavenger hunt more, we asked all the kids in the room, what else games they have played? They mentioned scavenger hunt, Gold rush, Easter egg hunt, and a few others. We went through each of them, trying to crack the code that in fact they share similar game elements, just named and narrated differently. After that, Chandler, came out of nowhere, gave the team the raw idea of “Art Thief.” At the end of the session, we decided to make two games for the game festival, they are Art Thief and Hunt It Down.

Treasure Hunter (Formally known as “Art Thief”):
Players work in teams to discover all the hidden treasures on 10th floor

Art Thief is a mash-up of all the games we discussed plus an interesting kick on the core mechanic. The game is played by multiple players. Players use their smart phones to capture art works (SEMA code) hung on the wall. There are security guards (adults) roaming around in the “gallery.” During the game, players have to avoid security guards and their flash lights. If players are shined by a flash light, they have to freeze and pretend they were art sculptures. If they fail to react, they go to jail ( out of the game ). The game went through a couple iterations and merged with a few new ideas came up by Nadine, Yesmine, Jovon, and Jade. Eventually, they renamed this game to “Treasure Hunt.”

I think through out this camp, we learned more from them than they did from us. They definitely pick up the game elements from us because they were using them in interviews and discussions later in the week. Everyone of them is like a small sysem, because their rather short attension span, it makes our interaction with them almost like a fast-paced turn-based strategy game. We have to constantly come up with activities to get their attentions, and if we miss one move, the room will go out of control. Special thanks to Katie, Anna-Claire, and Dave, they come in many times to save us from a possible desester.

Shadow bots: projected line follower robot

Posted on October 19, 2008 by Kyle Li

One of the benefits working with SMALLab is the unlimited R&D opportunities with the system. In the beginning of the research, we as a team dug deep into SMALLab, broke it down to the finest grind, and tried to find out and understand every single attribute and affordance this play space has to offer. One of them that I was excited about is the over-sized projection from the ceiling. With black and white image or drawing, this 6400 lumens projector can create high-contrast bright and dark areas on the floor. This is how the shadow bots idea came to mind, to create line follower like robots to follow the edges of dark areas.

I started out the experiment with Lego Mindstorms first. My out-of-box Lego light sensor doesn’t work well in this environment so I decided to make my own sensors. The experiment is awesome, the back and white projection has created a virtual wall for this little yellow mobile bricks (see the first video). I then made an Arduino version of the same robot with a Tamiya bulldozer kit.

Hack the LEGO sensor to read projection light.Playtest with a few friends and colleagues.

Robotic Head: Neck Joint Study

Posted on May 3, 2007April 26, 2019 by Kyle Li

Recently I have been fascinated by robots that can nod. It is one simple gesture that brings so much aliveness and human emotion out of a sensory machine. This prototype eventually turned into a class project (of cause), and the neck mechanism was mapped to the computer vision in the next prototype.

Project Bob

Posted on March 18, 2007April 25, 2019 by Kyle Li

This project was a group project led by my studio professor Jason Corace. Our goal is to create an automated phone service for our embattled New School President Bob Kerrey and help the student voices heard. PROJECT BOB is a CallXML project devoted to collecting student’s voices and send them to Bob Kerrey. I am an illustrator on the PROJECT BOB! Picking up my rusty markers again and draw like a pro again! FUN FUN FUN!! Make sure you give it a call when you see one of these flyers around!

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