Term Project

Project Summary

Throughout the course, you will be involved in a group design project. Each project team should consist of two or three students, although exceptions may be made in consultation with the instructor. The purpose of the project is to gain experience in applying some of the concepts and techniques from the class to a real-world problem.

This semester, the suggested project theme is game-playing. You are free to propose another interactive application provided it satisifies the general requirements of interaction outlined below. For the reminder of this document, the term "game" will refer in general to any form of project.

The game you choose may be already implemented elsewhere, in which case, you are free to re-use software components with proper acknowledgement, it may be described but not available as a software implementation, or it may be something completely of your own invention. In any event, we will not be grading the game itself, but rather, your ability to design, develop, evaluate, and refine an effective interface that supports a compelling level of interaction, building on at least one (preferably more) of the following themes of interaction:

To simplify your task (and hopefully, enrich the outcome), we will provide you with a physical I/O device, the Nintendo Wii remote that can be used to acquire a wide range of user inputs and generate both audio and force feedback output. The inputs include a three-axis accelerometer, which can sense linear motion and tilt, an optical sensor, which, in conjunction with a simple bank of IR LEDs, can determine pointing angle, and of course, a number of push-buttons. These devices will communicate wirelessly with Bluetooth-equipped PCs as described here.

Through the various stages of the project, in particular as you prepare to build your early prototypes, you will likely want to consult the list of project resources we have prepared. Examples include sample code for network communicaiton, pointers to prototyping environments, and gaming libraries.

Also, the Wii website has a number of video demonstrations of various application that may inspire your imagination.

As the term progresses, your system will evolve from a paper description, to a simple prototype, and finally to a functional physical system. There are seven components of the project that will be graded as described in the course outline. Every component (apart from your final presentation) is associated with a link in the team's project notebook, which will be downloaded as a snapshot at each due date. Your notebook entries for each project component must be organized in such a manner that a concise overview is presented to a reader who only has approximately five minutes to gain an understanding of your work. You may provide as much supplemental material as you wish, linked to each entry, but the main entry must make sense on its own. The detailed requirements for the notebook components will be specified here.

While your work will be assessed as a team effort, individual marks may be assigned based on the graders' assessment of a disproportionate contribution of effort or significantly varying quality of work by one or more members. As the evaluation of group work is a contentious process, we are requiring that you submit, in-class on each due date, a hardcopy summary of individual contributions for each component, signed by all members of your team. It is understood that various elements (e.g. web page setup, sensor processing, user testing) of the project will involve the combined efforts of multiple group members; nevertheless, the individual contributions of each member must be described in reasonable detail. This is being done both to reward exceptional efforts as appropriate and also to ensure that group members maintain clear communications with each other throughout the term.

Project Notebook

All reports and information on your project is to be collected into a Web-based notebook, maintained separately by each project team. You may wish to review some of the notebooks from previous years for examples.

Each group will designate one "webmaster" who will be responsible for maintaining the notebook on a publicly accessible web server. The location of the top-level URL for the notebook should be communicated to the instructor (by myCourses mail) no later than January 26. All of your project information must be stored under this directory. Its contents will be retrieved automatically by wget at 10am on the due date of each term project component. For important information bout the web notebook see these helpful guidelines prepared by previous TAs. Be forewarned: just because your web pages look right in your account does not mean they will appear correctly when transferred, and this may result in you losing marks.

Project Part 1

Due: January 29

Defining the project

This assignment is intended to help you formalize your project plan and to develop evaluation criteria appropriate to a particular system. It will also help you gain an understanding of usability problems that can guide design decisions you will make for your new system. The latter will be accomplished through the summative evaluation, that is, evaluation of a system after it has been fully developed and is being used in the field.

Your task is to propose the overall structure of the game (or interactive application) that will constitute the basis for your work through the rest of the semseter. This includes a high-level definition of the game itself, a description of the interaction between players and the game environemnt, as well as players with each other, and the types of inputs and outputs required to make the game an effective experience. Your proposal should capitalize on the affordances of the hardware we expect to make available; for example, a game of pong, in which the players need only rotate a knob to slide their paddles back and forth across the screen, is of limited interest. We strongly encourage you to take advantage of bi-manual (two-handed) input and use multiple modalities (graphics, audio, haptics) of output.

The required components and grading scheme for this assignment are as follows:

You may find it useful to consult last year's project notebooks to get a sense of expectations, both in terms of organization and depth of content.

Project Part 2

Due: February 14

Low-fidelity prototype and evaluation plan.

The objective of this part of the project is for you to design and implement a low-fidelity mockup of your proposed system, based on team discussions that led to the completion of Part 1, instructor/TA feedback, and your experience in working through a previous prototyping effort. You will also prepare an evaluation plan that will be the basis for Part 3 of this project.

For this assignment, your team must:

The required components and grading scheme for this assignment are as follows:

Project Part 3

Due: March 3 (Monday)

Computer Prototype and Evaluation Plan

At this point, you are ready to give users a clearer sense of the look and feel of your application. This means that your prototypes will evolve from paper, cardboard, and styrofoam, to a second version that runs on a computer.

However, you are equally concerned with learning about any design problems at an early stage, before you have invested an inordinate effort in development. Thus, in addition to implementing your second prototype, you will now formulate a detailed usability test plan, expanding on your effort from Part 2. Rather than conduct the usability testing yourself, this will be the task of another team during Part 4 of the project.

For this assignment, your team must:

The required components and grading scheme for this assignment are as follows:

Project Part 4

Due: March 13

Formative Feedback

The objective is to give you experience in evaluating another group's design, by carrying out the exercises they have specified in Part 3 of their project notebook.

Your team must:

Team Assignments:

To assist your team in carrying out these exercises, the development team should designate one of its members to act as a liason to your group. This is the individual you should contact for any assistance, as required, related to the setup or operation of the prototype for evaluation.

The results and analysis of the evaluation exercises you conduct, along with discussion of the relevance of each exercise to the intended tasks, should be included in your Web notebook.

The grading scheme for this assignment is as follows:

Project Part 5

Due: March 27

Alpha System

Now that you have completed an initial prototype, (hopefully) carried out your own evaluation of the interface and obtained the results of a formal evaluation conducted by another team, you are now ready to implement a first working version of your design.

Summarize the feedback provided by the evaluation team and note the major strengths and weaknesses of your interface identified by their report. If any of these observations surprised you, comment on how (and why) they differed from your earlier testing results.

Describe the changes that were made to your initial prototype in response to your own observations as well as those from the evaluation team. Explain the motivation for each change and its effect in terms of satisfying your design critieria or overcoming any limitations exposed by the evaluation.

Revise your user manual as appropriate. Indicate (ideally using a clearly defined colour scheme) changes that were made as a result of the feedback from (a) the TA (b) evaluation team (c) added functionality.

The required components and grading scheme for this assignment are as follows:

Project Part 6

Project Presentation
Week of April 7

The in-class presentations will be an opportunity for you to showcase the results of your work and allow the rest of the class to play the game you have implemented. The presentation should begin with a brief (maximum five minutes) overview, explaining the rationale behind the game you chose to implement, with respect to the affordances of the input and output devices available to you. You should also include an analysis of the results your group obtained relative to the design goals you set in Part 1. Any necessary instructions regarding the game should be conveyed at this time as well. The remaining time will be allocated for game-play by other class members and (simultaneously) a question and answer period.

Given the different logistical needs of the various groups, we will attempt to schedule the presentations so that the class does not have to move back-and-forth between different locations, whether classroom (MC12), Trottier Building, or SRE lab. In order to facilitate this, if your group requires anything non-default (either equipment, location, or other) please indicate by posting your requirements on myCourses. We expect that groups will pool their Wii resources as appropriate in order to ensure, for example, a sufficient number of Wii remotes and bluetooth dongles. In the ideal, we will be able to compress all presentations into a single date.

Grading will be based on the following four factors:

Beta System
Due: April 10

For the beta system, you will likely be making a number of revisions and improvements to your system based on feedback you have received from the TAs as well as results of further user testing you have conducted. In addition, you should be implementating any important functionality in the game-play that was not included in your alpha system. The deliverables and grading criteria are identical to those from Part 5 (Alpha System) and must be posted in your web notebook.

Last updated on 30 March 2008
by Jeremy Cooperstock