G a M E S & D R I V I
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Workbook Verena Lindner Urban Informatics Research Lab Research Internship 2015 G A M E S & D R I V I N G Applying Gamification to Encourage Safe Driving Practices Verena Lindner Research Intern, School of Design [email protected] urbaninformatics.net/verena Fabius Steinberger PhD Candidate, School of Design [email protected] urbaninformatics.net/fabius Dr. Ronald Schroeter PostDoctoral Research Fellow [email protected] urbaninformatics.net/ronald Diana Babiac Research Intern, School of Design [email protected] urbaninformatics.net/diana Urban Informatics Research Lab & Centre for Accident Research & Road Safety - Qld (CARRS-Q) Queensland University of Technology, Brisbane, Australia www.urbaninformatics.net www.carrsq.qut.edu.au/riskygadgets Date: February 2015 – July 2015 The project is part of Dr Ronald Schroeter’s ARC Discovery Early Career Researcher Award and contributes to Fabius Steinberger’s PhD ‘Designing Personal UbiComp Devices to Foster Safer Driving Behaviours in Young Males’. 1 ABOUT THE PROJEC T This project explores novel driving experiences that make use of gamification and augmented reality in the car. The aim is to design technology interventions that encourage safer driving practices. However, applying gamification concepts to the car is highly challenging due to conflicting game and road safety objectives, as well as concerns related to distraction and cognitive load. Therefore, it requires careful considerations and design approaches. In this research internship, the focus is on early stage design concepts that strike a balance between safety and fun. A holistic, iterative design process inspired by game design cognition is applied to ensure that both ends are satisfied. Specifically, a review of driving related video games was conducted. This was the basis for early design concepts that were visualized in the form of sketches and discussed in a multidisciplinary team consisting of road safety experts, video game designers, interaction designers and computer scientists. The most promising concepts were then turned into storyboards in order to gather user input in workshops with young males. The whole process was documented in a design workbook, which allowed for the discussion of ideas across disciplines and various fields of expertise. Moreover, it encouraged ideas to evolve over time and will influence later stages of the design process. 2 CONTENTS Introduction .................................................................................................................................................................. 4 Video Games Review ................................................................................................................................................. 5 Initial Concepts .......................................................................................................................................................... 16 Themes ........................................................................................................................................................................ 35 A Holistic Iterative Design Approach and Considerations ............................................................................ 40 Storyboards ................................................................................................................................................................ 43 Acknowledgements .................................................................................................................................................. 58 References .................................................................................................................................................................. 59 3 INTRODUCTION This workbook presents a collection of concepts, thoughts, investigations and proposals that were created during my internship at the Urban Informatics Research Lab at the Queensland University of Technology from February 2015 until July 2015. This approach was inspired by Graver et al. (2011) who present the use of workbooks as a methodological approach that recognizes that ‘ideas may emerge slowly over time, that issues and perspectives may emerge from multiple concrete ideas [...] and that the vagueness of early proposals can be useful in supporting a quasi participatory design approach that allows participants to interpret, react to and elaborate upon the ideas they present’. On top of this, this workbook is also meant as a documentation of works created in this period, as well as a reference guide. Often former considerations and ideas get lost over time and even valuable insights that were gained in the past have to be rediscovered. For that reason, beyond proposals and concepts, this workbook also includes research outcomes, insights and considerations we gained over the process. Even though most of them are documented elsewhere in greater detail the aim for this workbook is to combine them all in one comprehensive document. 4 VIDEO GAMES REVIEW As a first step we conducted a systematic review of games related video games. The purpose of the review was to explore how video games keep players engaged in driving related activities. We looked into games from a broad spectrum of genres. We focussed on highly rated games (to limit scope) and sought innovative game play concepts. Our final selection contained simulation racing games like Forza Motorsport 4, arcade influenced games such as MotorStorm Apocalypse, and non-naturalistic games like Mario Kart. In addition, we investigated open world adventure games that incorporate driving elements, such as Grand Theft Auto 5. In total, we reviewed 15 games, which yielded valuable insights for our design concepts. 5 P U R P O S E & APPROACH Research Questions . How do video games keep players engaged in driving related activities? . How is relevant information structured on the screen? 15 car related games - Selection Criteria . from various genres . focus on higher rated games . especially on the lookout for innovative game play concepts . availability Things Games have Generally in Common . most of the games with cars involve racing . competition Common Differences in the Games . pace . story . realism . setting / world . objective . menu Games Forza 3, Need for Speed Hot Pursuit, Driver: San Francisco, Burnout Paradise, Project Gotham Racing 3, Mario Kart Wii, GTA 5, Forza Horizon, Forza 4, MotorStorm: Apocalypse, Dirt 3, ModNation Racer, Mafia II, NFS Underground 2, Halo 3 6 RESULTS i Figure 1. MotorStorm Apocalypse: prime example of a game, where the fun comes from the fast pace and destruction. Most driving related video games rely on fast reaction times, arcade mechanics like shooting, or hitting other cars, and are visually demanding and therefore distracting. Transferring those principles into the real driving context would obviously defeat the purpose of safer driving. For what are cars used in the games? . racing . a means to get from A to B . prizes you can customize How do the games keep the user‘s attention? . Fast paced: react quickly to events. The fast the game, the more attention it demands and the more exhausting it is to play. Slower paced: try to devise a strategy to win What are the incentives and goals in general? Usually: gain experience/reputation points to unlock new tracks, cars, areas and reach the top. What interesting concepts are out there? A lot of the racing games are very similar and differ mainly in the way cars are react to the player’s input and their sense of realism. 7 WH AT IS GENERALLY FUN IN DRIVING GAMES ? Most of those observations are related to some extent. Furthermore, of course not all of those elements where presented equally in all of the driving games. Competition The best incentive to do well in most of the games I played was to win. Especially in racing games this is what motivates you: either against yourself, or other fictional or real characters. Games: all racing games (not so much open world games such as GTA). Speed / Pace The simulated environments let the player do things he could never try out in the real world. In many games as fast as you can is one of them. On top of that, going at a fast speed requires the player to react extremely quickly to events. While this requires a lot of attention and gets exhausting after some time, it is also really rewarding; no time to ponder decisions, be alert at all times. Games: the games vary greatly in their speed. Most demanding; MotorStorm Apocalypse. Destruction Few things are as rewarding as driving like a manic through the virtual places of the games. For me personally those games that provided the player with actual surroundings that go beyond mere racing tracks were much more interesting to play. In GTA5 for example creating a havoc in the city, stealing other people’s cars by dragging them out of them or hitting some cyclist on the side of the road or can be fun even for someone who is gentle minded in general. Story / Meaning Most of the games incorporate a ‘free race’ mode, which allows the user to practice his skills, to get to know the tracks and a feel for the various cars. It is relaxing way of playing without the worry of ruining your score or losing. In the beginning I often started out in this mode. However, no matter which game, this kind of play gets quite boring after some time. There is no challenge, no goal. Even if you compete against others, the satisfaction of winning quickly fades. This showed me that a bigger