Mission Control

Interaction design, UX design, Game design, Programming, User testing
Project Overview
In my 3D interaction design course, i worked on a prototype for a co-op game experience where a team of three space explorers would collaboratively manoeuvre a rover on a stormy planet. Doing so would require coordination and teamwork since no-one had complete information about the game-state, and the controls for the rover were split between two of the three players.

The project focused on using the affordances of selected interaction technologies (VR, a projection table with marker tracking and two walkie-talkies) as well as the concepts of constrained communication, key information being divided between different players and real time collaborative input, to create a challenging and rewarding team-play experience.
What did i Learn?
The project taught me a lot about iteratively developing complex interactive systems and combining interactive elements to reach a desired user experience.

It also honed my programming skills (specifically with Unity) and gave me a chance to prototype with a lot of interdependent moving parts. Finally it provided a chance to exercise my skills in user testing.
A top down view of the interaction table, with the game running. On the left side are a pair of hands using the rover-control knobs and on the right are another player looking at the table and gesturing with their left hand while holding a walkie talkie in the other.
3D-Interaction
Masters course
8th semester
The project was part of a course on 3D-interaction and 3D-interaction technologies. Our group chose to focus on the ways we could use the affordances and limitations of VR, a projection table that could recognise touch and QR-code-like markers, and a limited communication tool like walkie talkies to create a highly collaborative game experience. The goal was to explore how different interaction modalities could be used to foster cooperation and challenge communication skills to create a game experience that could build teamworking skills.

The course focused on teaching interaction concepts and theories specific to 3D environments and interacting in digital 3D spaces. It had a large production component where we in teams defined a project and a hypothesis we wanted to test, and then built a (3D) interactive system to test that hypothesis.
A player with a VR headset, a controler and a walkie talkie, sitting in a chair in an isolated room.
The core idea
The project started from an academic hypothesis, rather than a real life problem. Our group did, however, choose a hypothesis aimed at testing the potential for 3D-interaction technologies to aid in teambuilding and developing collaborative communication skills. This helped keep the project grounded in real world potentials.

To do this we started with the affordances an constraints of VR and an interaction table that could track objects on it by using QR code-like tags on the bottom of them. The core idea was that these two technologies would provide two very different ways of interacting with the game world and, using those differences we could create a situation where the people at the table and the person in VR would have to work out how to manage this difference in perspective through efficient communication.
From idea to prototype
Building on this core idea we started to figure out how to actually use the affordances of the technologies to deliver the intended play experience.

Our approach was to take a simple game concept: navigate challenging terrain in a rover to retrieve items. And then identify all of the individual interaction components (steering the rover, interaction with items etc.) and the information about the game-state (position of items, fuel remaining etc.). We then split those information and interaction components out so that all three players would need to constantly communicate in order to succesfully navigate the rover and retrieve the items.

Once the basic role distribution and game mechanics were sketched out we started developing a prototype. As we did we continuously iterated on the role distribution and interaction scheme (and added walkie talkies as a constrained communication channel between the VR player and one of the players at the table) until we had a prototype that could be used to test our hypothesis by conducting a test with potential users.
A picture of the conversation between the playtesters and myself and a team-member before the playtest. On the right is a screen with a slidehow that introduces the game.
Preparing for user testing
As we approached the end of the course, and thus the end of our prototyping time, we focused on getting the prototype ready for testing. This meant that some features had to be left out due to time constraints. We chose to leave out the idea of the rocks falling from the sky doing damage to the rover, and the interactions we had planned around this sytem, since it was adding additional complexity and was mostly a way to increase the difficulty of the game. Testing without it meant we still got the core communication aspect tested, and also had a meaningfull baseline for how difficult the game was without it.

We also decided what we needed to figure out from the test and designed the test around that. Primarily we wanted to see if the systems we had made, would challenge the players' ability to communicate and create co-operative strategies on the fly.
Testing with users
In order to test our prototype we invited students from other courses, introduced them to the objective of the game and observed them playing two rounds where they changed roles in between. Finally we spoke to them in a group setting afterwards to hear how they experienced it in their own words and ask them about some specific questions.

The tests were succesful in showing us where the prototype worked, where it needed improvements and how in some ways, the underlying concept could also be improved upon.