CS547 Human-Computer Interaction Seminar (Seminar on People, Computers, and Design)
Fridays 12:50-2:05 · Gates B01 · Open to the public Previous | Next
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December 9, 2011 You need Flash player 8+ and JavaScript enabled to view this video.
Reactrix had a profitable interactive media network connecting 185 interactive floor displays ("floor reactors") in malls and theaters nationwide Every day, the network delivered millions of multi-user interactions with games, toys and advertisements. We did dozens of studies to answer questions about how to attract and keep players, and how to create memorable experiences. Our design best practices combined principles from cognitive psychology with principles from game design that I had developed at Electronic Arts while working on four best-seller games. In 2005, we commissioned a large Arbitron study to validate our effectiveness. It found that the floor Reactor had 3x the brand recall of the best results from any other medium they had ever studied, and 20x the message recall, along with high return rates, word of mouth, and praise for the experience.
Having cracked the code for fun and compelling game and toy interactions on the floor, in 2006 we were ready to build a wall reactor using a large plasma TV display and a 3D camera system similar to today's xBox Kinect. We began a 2 year research program to establish a gesture language and best practices for designing fun and compelling interactions in front of the display. We evolved a 3-zone system with different goals and interaction styles for each zone: a far zone to attract players, an interaction zone for play and navigation, and a "too-close" zone to move them back into the interaction zone. Observers greatly outnumber players in public gaming, so we kept players away from the wall display to support the view of the observers.
Throughout our research, we designed our experiments as carefully as our games. We built realistic testing environments in order to simulate the task-orientation and physical environment of the typical mall. One environment resembled an educational chocolate gallery in a warehouse. This installation had a wall reactor and a non-interactive TV display and our subjects were asked to go through the experience on their own so we could gauge their reactions to the 2 different displays. Based on this work, we then tested the wall reactor in two different malls and a hotel lobby.
Unfortunately, Reactrix was torpedoed in the market crash of 2008, so the results of our research has only been seen by a few thousand mall-goers. In this talk, we will present a few of our more interesting findings on full body multiplayer interactions. We will describe how to get messaging and information to stick in intense interactive environments and why it usually doesn't. We will also describe how we successfully mixed an interactive attract mode with compelling play interactions in an update of old arcade game consoles, and we will talk about how we did intuitive multiplayer play with natural body gestures that did not depend on keeping track of players or reliably identifying connections between arms and bodies.
Having cracked the code for fun and compelling game and toy
interactions on the floor, in 2006 we were ready to build a wall
reactor using a large plasma TV display and a 3D camera. We began a 2
year research program to establish a gesture language and best
practices for designing fun and compelling interactions on the wall.
We evolved a 3-zone system with different goals and interaction styles
for each zone: a far zone to attract players, an interaction zone for
play, and a close zone to move them back into the interaction zone.
(Observers greatly outnumber players on floor reactors, so we wanted
to keep players in the interaction zone away from the wall display to
better support observers.)
We did most of our initial testing in an educational chocolate gallery
we built in a warehouse. It had a wall reactor and a non-interactive
TV display showing similar media in order to simulate the mall
environment with active passerbys. As our research progressed, we
developed more sophisticated interactions and took our testing into
two different malls. Unfortunately, Reactrix was torpedoed in the
market crash of 2008, so that the results of our research has only
been seen by a few thousand mall-goers. In this talk, we will present
a few of our more interesting findings on full body multiplayer
interactions .
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