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Sound and Vision

Team

Aniek Breevoort aniek.breevoort@hotmail.com
Valentina Sierra vale.sn08@gmail.com
Dimitra Kousteridou kousteridoudimitra@gmail.com
Manolis Fragkiadakis mfragiadakism@hotmail.com
Pradeep Siddappa pradeep3043@gmail.com

Commissioner:

Description

Sprint 6

Our Game has a name: DataVrij!

DataVrij is a turn based board game that helps Dutch families explore the social en technical implications, of personal data as a currency in online environments, on their daily lives.

Is a game about personal data, developed for Dutch families who visit the Netherlands Institute for Sound and Vision. The game is all about helping these families to become aware of how often they get asked for their personal data in online environments and how often they accept these kinds of requests. Personal data as a currency.

The setting is a board game with a dice (turn based) where the families can come onto different tiles where they get asked for their personal data, or they get a reward instantly (like a secret passage). The genre of the game is digital board game.

With lots of game objectives and rules but also lots of different tiles, all those information to be found on our Manual and research paper!

There is a challenge in our game, how much data are you willing to give as a visitor in order to get there first?

People move in the game by throwing the dice, answering data questions (from this they get steps forward/backwards), secret passages and swap tiles. Furthermore, the objects in the game are the pawns the users use, in the version we have written in the manual, otherwise it could also be their phones/arduino’s.

What sets this project apart, are the three different benefits the families get from playing DataVrij: The game helps them becoming aware of how often they get asked for their personal data and how often families give this information away (for incentives). The game creates an educational moment for parents, which they can use for instructing their children on how to be safe (in the parents own opinion) on the Internet when it comes to their personal data. The game will help family members form their own opinions on the matter and it will help them to start thinking about this subject in their daily lives.

Additionally, we have created a research poster, project posters and booklets, experiment methods and results and sketches for the ideal space of our game.

Our presentation is going to consist of a final video on media Lab.

so.. How badly do you want to win?

The project has come to an end…

This is our last blogpost. Our project has come to an end unfortunately. For those who where at our end presentations, thank you for coming!

Here’s a description of our final prototype, DataVrij:

DataVrij is a turn based board game that helps Dutch families explore the social en technical implications, of personal data as a currency in online environments, on their daily lives.The setting is a board game with a dice (turn based) where the families can come onto different tiles where they get asked for their personal data, or they get a reward instantly (like a secret passage). The genre of the game is digital board game. What sets this project apart, are the three different benefits the families get from playing DataVrij:

–       The game helps them becoming aware of how often they get asked for their personal data and how often families give this information away (for incentives).

–       The game creates an educational moment for parents, which they can use for instructing their children on how to be safe (in the parents own opinion) on the Internet when it comes to their personal data.

–       The game will help family members form their own opinions on the matter and it will help them to start thinking about this subject in their daily lives.

See the attachments for the logo and the board of the game. We also have a video, you can find it at the following link:

Final video DataVrij

We also uploaded all our pictures on Flickr: Flickr Album

 

Thank you all for your attention, help and encouragement!

We would like to thank The Netherlands Institute for Sound and Vision and our coach Bernadette Schrandt.

Sprint 5

For this sprint our main goal was to fine-tune our game mechanics, elements, rules, and it’s ways of interaction by testing, in order to make the game tangible and close to a phase where it can be implemented in the Sound and Vision space. We have, then, tested two forms of interaction in the game on users, one where we have interactive devices and another one with an interactive table, so to realise which form works best for users and which form still creates a conversation.
Another value was the form of the game, rectangular or circular , while searching for the right one we also tested with visitors, employees and colleague’s , coming to the result that circular works and appeals the best. Furthermore, we investigate on the game different sizes for the testers and the right duration for the gameplay.

A first idea was to test how the storyline with houses from famous Dutch tv shows appeals to our testers, so we continued testing with footage and pictures, created a ranking and choose the right houses to put in the game. After meetings with Sound and Vision and MediaLAB colleagues, we changed our strategy for the board to the old-fashioned Dutch Geese board game
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New Media

New Form

Old form

Old form

 

 

 

 

 

 

 

New form of the game after testing, compared to the old form

Then, we managed to create a customer journey map of our customers journey through our game, so to grasp the added value and meaning of our game to users, so there would be still a dilemma at the end to create a conversation by either incentive or highscore board.

The game recipe/customer journey

The game recipe/customer journey

Thinking the aesthetics of our game, we thought of testing with multi touch table and the devices, also made some rough scheches of the ideal space and how we would like our installation to be presented.

Preliminary sketces of the ideal space for the game

Preliminary sketces of the ideal space for the game

Preliminary sketces of the ideal space for the game

Preliminary sketces of the ideal space for the game

 

Concluding, we continue working on presenting a playable alpha/beta version at final presentations plus note test results from this in manual!

Sprint 4

For sprint 4, our main goal was to create a game design document as a framework for our end prototype, different prototypes with different kinds of interaction and test various specific elements.
We were also looking to define the story of our game, what is the dilemma at the end of it and ways of making it more interesting. For that reason we made a broad board game research and also created multiple prototypes that have different forms of interaction or implementation , so we would be able to reflect on them and suggest different choices to Sound and Vision.

Game Design Document
In order to create a Game Design Document and get more insights, we have invited and talked to various game experts and media Lab designers to understand and create manuals for collaborative and competitive games.

After we have tested how users rate different kinds personal data order to have this information ready to implement in our end prototype. We then created a different board game scenario and proceeded with testing.
We tried to play the game with projection mapping, but this did not work out since the map was to small and we did not have the right resources.

Paper prototype

Later on, we tested on visitors , with the game mechanics of our paper prototype , a monopoly-like board game, investigating on what board strategy should we use, how do users like to interact and how they give/enter their personal data?

 

For the next sprint we will try to better define our gameplay and we will start building the game digitally.

Sprint 3

For this sprint we wanted to do user tests in order to advise Sound and Vision and ourselves on how to move further in the next sprints. For this reason, we have decided to test two of our visualized concepts on users in order to narrow them down to one idea that we can suggest this to Sound and Vision for further development.

We have created two tested scenarios for these concepts Hide and Seek and Data Zap.

Hide and Seek

Checking if the software is working.

Checking if the software is working.

After inviting the visitors to come and test, and introducing the game as a possible installation we let them play/experiment. The purpose of this testing was for the participants to create a camouflage for facial recognition software with several materials, like face paint, fake hair and post-its to draw on and use as coverage. Once the participant thought that the camera will not be able to recognise him/her, we would make a snapchat picture to confirm whether their face is recognise or not.

Manolis checking if the software for Hide and Seek is working.

Manolis checking if the software for Hide and Seek is working.

 

DataZap

The board for Data Zap

The board for Data Zap

For this concept, we invited visitors to play a Monopoly based board game. The objective was to buy as much houses as possible,the player with the most houses would be the winner.Each player then would get 10 personal data cards and would role the dice. A MediaLAB employee would be the banker. The player could buy the house of interest with an exhange of their personal data, the higher the price of the house, the more personal the data became. When the game came to an end and there was a winner, they would be presented with a card of the ,supposidly, previous winner of the game and all his personal data in order to give them a choice.Would they choose to retrieve the price we have prepared for them with an exchange to make a profile of all their personal data as the example of the previous winner,or not?

The board for Data Zap with Monopoly pawns

The board for Data Zap with Monopoly pawns

Sprint 2

For the second sprint, we decided to deliver some concepts for our project.  In addition, our first goal for this sprint was to clearly define with Sound and Vision what our assignment is, for this we used a Design brief format in which we talked about the benefits, determinants and context of the project. As a result, we defined that our assignment is to create a meaningful experience that will let families explore the impact of new technologies and media on their daily life.

Based on the research that we did the last sprint we created our design criteria and in order to categorize the information we did mind maps with our most important criteria such as media literacy, personalization, Dutch families and engagement. Then we used the brain writing method to generate design concepts. You can find the 23 different concepts that came out of this, here:
MediaLab_concepts

Mind maps

Afterwards, our goal is to narrow down our concepts, rate them and validate them with Sound and Vision so at the end of this sprint we have some viable and tangible prototypes that we can test with users in our next sprint. For the three concepts we will take further, check this link:Three concepts

Requirements and Harris profile method

We also plan to visit other museums like Nemo so we can understand the context  and generate insights about museums for children and their families in the Netherlands.

Results of Sprint 1

In the end of this project we will deliver a new meaningful experience for Sound and Vision. This sprint was all about creating a research framework for ourselves, so we can get a grip on our assignment. This framework consists of research on the media usage of the visitors, various technologies possible for us to use, we have looked at other museums as examples, and we did some extensive research on the visitors themselves. The latter we have done by doing qualitative interviews with families.
Translate session results

Translate session results

Conclusions
Out of these interviews, we came to some important conclusions. These are listed below:

– The most frequently visited museums next to Sound and Vision are Corpus and NEMO.
– Only 4 out of the 11 interviews had visitors who were in Sound and Vision for the second or higher time, all the others were first time visitors.
Some of the adults feel that Sound and Vision is to busy when it comes to impulses. Other adults feel that they do not have enough time so see the whole experience.
All interviewees spoke highly of the 3FM exhibit.They liked how the exhibit is nostalgic but also has personalization. It was very suitable for the whole family. Since the parents like the nostalgic aspect, and the children like the personalized part. The parents like this as well. These are the reasons the 3FM pavilion gets chosen as a favourite all the time.
The 3FM also gets mentioned because of the Virtual Reality tour, the visitors like this.
– All the interviews mentioned that they liked how Sound and Vision gives them a peek behind the screens when it comes to making radio, tv or other media. This is also the main thing they have learned from the experience.
– Sound and Vision gives adults a nostalgic feeling. They like how the experience helps them remember things from their youth. This effect is not seen on the interviewed children.
– Most respondents think they learn something from the experience. But they do not think that visiting the experience has changed them in daily life.
– All respondents value the active level of interaction in Sound and Vision, as opposed to the passive level in museums like the Rijksmuseum.
– This is also why Pop Studio and Dit Was Het Nieuws are so popular, because the visitor gets to do everything themselves.
– They do not (consciously) feel the experience has changed them in any way. They do finally know how things work behind the screens.
– People would like to make their own film or tv program in the experience. With control room etc.
– In the interviews we have noticed that children are very excited to help with building a new future for Sound and Vision.

– Before coming to Sound and Vision, adults expect it to be fun for children, not necessarily for themselves. This changes when they are in the experience, they see the nostalgic material and are.

Based on these interviews we have also created personas for the typical target group family of this project.
Our personas (PDF)

Customer experience map

Customer experience map

Next Sprint

For the next sprint we have decided to connect all these dots in our framework. Therefore we are going to create design criteria for ourselves, and with these we will start to prototype! We are looking forward to this next sprint!

The team during this sprint

The team during this sprint

First day at Sound and Vision: Experiencing the experience

Tuesday 16th of February was our first day working in our office at Sound and Vision. Obviously, the main priority was to go into the experience and see what all the fuss is about.

3FM Radio

We went in with the whole group and started at the 3FM radiostation pavilion. This part asks you to fill in your date of birth and some other info about your favorite music etc. Then a bedroom is created in the next part of the pavilion, using your data and using project mapping to project a room that suits this. Aniek and Valentina got a room for people born in the early 90’s, and listened to songs like Move like Jagger (because this is what they listened to when they were 16). Manou on the other hand got a completely different room because he is born in the 80’s. Therefore he got music from ‘The Killers’. See the pictures below.

 

Room shown to Aniek with use of project mapping and personal data

Room shown to Aniek with use of project mapping and personal data

Room shown to Manolis with use of personal data and project mapping

Room shown to Manolis with use of personal data and project mapping

Starshow

Then we went into the Starshow. This is a part of the museum where you can enter a ‘show’ as a famous television host. The door opens, lights go on and you just walk out and wave to the camera. Video’s of us doing this will follow later this week!

TopPop

We also made our own music video, with the song Roxanne by The Police. The guys in the team did the techniques, lights, camera viewpoints etc, and the girls performed as they never did before. The video itself will also be posted here, later this week.

We wondered around the museum for 2 hours at least, just looking at everything they have to offer. Our first impression was very positive, from a visitors’ point of view we enjoyed the museum a lot. But we haven’t gone in to the museum with a critical perspective. So it will be interesting to see how that turns out and we’ll document this in our blog of course.

 

 

Result : Beeld en Geluid – Museum Teaser

We are focussing on creating an interactive experience at the Netherlands institute of Sound and Vision ( Beeld en Geluid ). This teaser is about how we think we should approach this assignment and its user groups involved with regard to Sound and Vision.

 

 

During : The making of Beeld en Geluid – Teaser

This is the time-lapse of the filming process.