Untitled - Interlude | Interactive Music Games | Imagine RIT 2015

INDEX
Problem / Concept
Research
Workflow / Set Up
Design
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TEAM INTERLUDE | RIT New Media Design & New Media Development
CLAIRE BERNARD
SUPPORT
STEPHEN CARLSON
DESIGNER
SCOTT JONES
DEVELOPER
PETER GYORY
DEVELOPER
JOSEPH LEE
DESIGNER
JANETTE HEININGER
DESIGNER
ALEXA MARTINEZ
DESIGNER
DANNY NGUYEN
DEVELOPER
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THE PROBLEM
People waiting for events are more interested in their devices than connecting with their peers.
Our challenge is to encourage them to look up and engage with each other.
iPhone 4 Launch by Steve Rhodes
GOAL
Encourage idle crowds of users to look up and
connect with each other through a collaborative
game that creates a song.
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Create collaborative moments that provide a memorable experience
Take mobile interaction from a singular engagement to a group one
Education on brand & cause is woven through interaction
Excited discovery and onboarding
Build brand and crowd relationships
Visuals amplify with engagement
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ENVIRONMENT
We will take advantage of the captive audiences in between sets at music festivals.
Po'Boys Brass Band by Gary Ventura
APPLICATION: A CHARITY
This game can be tailored to any brand, but we chose to promote the
VH1 Save the Music foundation. Through playful interaction, information
on the necessity for music education will be displayed. In addition, funds
will be raised through game play, donated by corporate sponsors.
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CONCEPT
FUN INTERACTION
We turn your mobile device into a virtual slingshot, users
must collaborate to hit moving targets on a large shared screen.
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GAME PLAY
Players save the music when targets are hit
and instruments played in the song are
released. Audio and visual output increases
in complexity throughout game play.
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GAME PLAY STEPS
1. Customize experience
2. Sync instruments on
with choice of color or
instrument.
users’ phones to act
as on boarding.
phone to hit targets
on large screen.
5. Meter alongside large
6. Share the experience
4. Successful hits release
layers of instrumental
sound and visual patterns.
screen shows funding
raised for VH1.
3. Use slingshot on
and continue game play
on desktop application.
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EXTENDED EXPERIENCE
Users can log in anywhere for extended game
play and sharing. This context will have a
deeper brand and marketing engagement to
continue the conversation.
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RESEARCH
We spent time researching previous trends, technology, and interactive installations as they relate to retail,
entertainment and more. We tried to break down each into its core elements, interactions, applications, and affect.
TARGET AUDIENCE
CROWD RESEARCH
Our user is within a “conventional crowd”; a collection of
people who gather for a specific purpose.
• They might be waiting in a retail environment, at an event, a concert, or festival.
• The conventional crowd does not act out collective behavior and is usually engaged in
solitary activities (trend being mobile).
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USER PERSONAS | 1
JAMIE
25-30 years old
The Out of Town-er
Jamie is a competitive and driven new grad
student, currently working towards a psychology
major at the U of R. She is originally from New
Jersey, and it’s her first summer here in Rochester,
NY. She works at the cafe on campus part-time,
and lives downtown in the hip art district.
Jamie shares a small studio loft with her
roommates, Nikki and Jess, whom she met through
school. Normally an introvert, she will only go out
to the bars when persuaded by her roommates.
Naturally she enjoys spending her time studying,
listening to music, and playing video games.
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USER PERSONAS | 2
NATHAN
45-55 years old
The Family Man
Nathan considers himself a laid back family man.
He is a father to two teenage daughters and a
loving husband to his college sweetheart. Originally
from Connecticut, Nathan now works at an
industrial firm in Rochester, NY designing modern
furniture. The job is tiresome and stressful, so time
at home and with family is precious.
Nathan spends his weekends driving his daughters
to sports and school events. In the meantime, he
usually listens to Jazz radio and reads the
newspaper. He is no stranger to concerts, proudly
claiming to be a huge fan of the Grateful Dead.
Unfortunately. Nathan is too busy with work to
experience the same live entertainment today.
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CROWD RESEARCH
THE TRUTH
1
Waiting in a group passes time more quickly than if you’re alone.
2
Occupied time feels shorter than unoccupied time.
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JOURNEY MAP | JAMIE
STAGES
DOING
FEELING
DISCOVERY
• Standing in a crowd at a music
venue between sets
• Staying occupied on their phone
• Standing with friends but not
interacting
INVITE
ON BOARDING
GAME PLAY
END GAME
POST GAME
• Watching the stage as a
projection screen with a game
on it is set up
• Pulls out phone to open site to
learn more
• Teaming up with friends and
meeting strangers
• Tilts phone to begin game
• Moving phone to aim
• Interacting with phone screen to
“shoot”
• Alternating mechanics creating a
rhythm in game play propelling
the user forward
• Winning the game
• Celebrating with the crowd
• Learning more about Save the
Music
• Creating an account to play
again later, keep up to date with
Save the Music
engaged
bored
THINKING
• What are people doing?
• There’s nothing to do right now
• What are people doing?
• What is this about?
• Do I want to play?
• How do I play?
• This is cool!
• Who/where am I?
• I want to do the best!
• Forgotten about waiting
• That was fun!
• How did I do?
• What now?
• My wait was faster than I thought
• I know some people who would
like this
EMOTIONS
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• Intrigue
• Anticipation
• Curious
• Excitement
• Engagement/Captivation
• Emotional Investment
•
•
•
•
• Pleasure
• Satisfaction
• Accomplishment
• Curiosity
• Accomplishment
• Contribution
Anxious
Bored
Lonely
FOMO
Anxious
Excitement
Competitive
Focused
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ADOBE’S FEEDBACK: RISKS
1. Apply focus and clarity
to central problem.
2. Ensure immersion
among idle users.
4. Consider user attention
5. Create a lasting impression
span as a key factor.
with the charity or brand.
3. Push a playful experience
and reveal a solid story.
6. Generate an impactful
ending and takeaway.
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PROBLEM DOMAIN: CURRENT STATE
THE BUYERS
Brand engagement & loyalty
Initial consumer response & reaction
THE SPACE
chaotic anticipation
ordered close contact
THE USERS
strangers
Convenience
Occupied time / entertainment
Customer retention
Brand style & popularity
Communication with customers
Communication with friends & family
Commerce
Wait time & busy schedules
THE RISK
solo waits feel longer than group waits
Occupied time feels shorts than unoccupied time
Anxiety makes the wait seem longer
Uncertain waits are longer than known, finite waits
Unexplained waits are longer than explained waits
The feeling while waiting is more important than
time spent
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BASE WORKFLOW
START
Basic Imagine RIT Interaction :
Mobile Screen
Large Screen
(Projection or Website)
Enter Code
Invitation
Enter Name
Shows User Login Status
Join
Play
Status: User Joined
Play
Hit Your Color
Bubble
All Hit Boss
Bubble
1. User walks into room
2. Picks up one of 5 IPads or uses own
mobile device
3. Types in session code
4. Plays game
5. Moves aside, receives take away
instrument & sticker
Miss
GAME PLAY
Slingshot Animates
Aim
Choose Color
Everyone Shoots
Their One Bubble
Everyone Shoots
Color Bubbles
Stats / Facts
Link to Website
Learn More
Win
Release Song
Facts on Screen
Stats / Facts
Link to Website
Learn More
Lose
Song Fades
Facts on Screen
WIN
Onboarding
Starter Bubbles
Appear
Game Play Begins
Multiple Bubbles
Released
Music/Feedback
Released
Screen Scrolls up to
Large Boss Bubble
LOSE
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FUNDING
RAISE MONEY FOR VH1 SAVE THE MUSIC
1
Use a flat sum donated from a corporate sponsor.
2
Divide into penny/micro increments.
3
Successful game play adds funds to donation meter.
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VH1 SAVE THE MUSIC BUSINESS MODEL CANVAS
Key Partners
Who are our Key Partners?
Who are our key suppliers?
Which Key Resources are we acquiring
from partners?
Which Key Activities do partners perform?
Music Festivals
Retail Stores
Xerox
Adobe
Vh1 Save the Music
Key Activities
Value Propositions
What value do we deliver to the customer?
Which one of our customer’s problems are we
helping to solve?
What bundles of products and services are we
offering to each Customer Segment?
Which customer needs are we satisfying?
What Key Activities do our Value
Propositions require?
Our Distribution Channels?
Customer Relationships?
Revenue streams?
Game interaction
web app (mobile/desktop)
education through
awareness social sharing
fundraising
We provide an interactive
experience to users who
spend time in lines.
What Key Resources do our Value Propositions
require?
Our Distribution Channels? Customer
Relationships?
Revenue Streams?
RIT
Eastman School of Music
Local Music Stores
What are the most important costs inherent in our business model?
Which Key Resources are most expensive?
Which Key Activities are most expensive?
Customer Segments
Automated services
Educational
ImagineRIT:
RIT Students
RIT Alumni
Parents
Children
Music Enthusiasts
For whom are we creating value?
Who are our most important customers?
Retail:
Shoppers
Music Enthusiasts
Channels
Key Resources
Cost Structure
Customer Relationships
What type of relationship does each of our Customer
Segments expect us to establish and maintain with
them?
Which ones have we established?
How are they integrated with the rest of our business
model?
How costly are they?
Through which Channels do our Customer Segments
want to be reached?
How are we reaching them now?
How are our Channels integrated?
Which ones work best?
Which ones are most cost-efficient?
How are we integrating them with customer routines?
Gameplay
Social Media
Web App
Marketing
Web Hosting
Mobile Phones
Room Reservation
Projector
Marketing Materials
Revenue Streams
Donations from gameplay that will
be sent to Vh1 for their foundation
For what value are our customers really willing to pay?
For what do they currently pay?
How are they currently paying?
How would they prefer to pay?
How much does each Revenue Stream contribute to overall revenues?
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TECHNOLOGY
Projector
SIMULATION
HTML Canvas
HTML Canvas
WebSockets
WebSockets
Browser
Canvas
HTML5
Web Audio
CONNECTIVITY
WebSockets
Node.js
Socket.io
Express
RISKS
Latency
Tech barrier (no smart phone)
Network congestion
Cross-browser compatibilities
Server
[Node.js]
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IMAGINE RIT | FLOOR PLAN SET UP
ENVIRONMENT SPECS
Large-screen projector + mount
Speakers & Screen (Sheet?)
Table or mic stand for phones
2 - 4 desktop computers for marketing
Designated gameplay area
Waiting/watching area
Stool for small children
* Space behind projector screen
can house technical equipment
and computers running our game.
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DESIGN
MOODBOARD
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BRANDING
Horn
Piano
Strings
Brass
Percussion
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MUSIC USED FOR THE GAME | COMPOSED BY:
RIT Students: Anthony Constantino & Hector Fernando Pineiro II
Eastman School of Music: Composition by Garret Reynolds, Recorded by Michael Sherman, Trumpet - Garret Reynolds, Trombone - Brendan Lanighan, Alto Saxophone - Evan
Burrus, Tenor Saxophone - CJ Ziarniak, Violin - Miclen LaiPang, Viola - Ben Pochily, Cello - Pedro Sanchez, Guitar - Billy Petito, Bass - Emiliano Lasansky, Drums - Stephen Morris
WEBSITE & VIDEO MARKETING MATERIALS
BRANDING
www.interlude.rocks
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IMAGINE RIT 2015 | PROOF OF CONCEPT
Over 1,000 Visitors
Over 200 game plays
3 projectors
5 iPads
300 Stickers
200 mini instruments
20 LED balloons
3 iMacs playing: informational
videos and website info
OPPORTUNITY
This is an untapped, captive audience.
Our game experience can be tailored to any agency
looking to promote a brand or organization.
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