INDEX Problem / Concept Research Workflow / Set Up Design INTERLUDE | RIT NMTP | 2 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 INTERLUDE | RIT NMTP | 3 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. • • • • • • 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 INTERLUDE | RIT NMTP | 5 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. INTERLUDE | RIT NMTP | 7 CONCEPT FUN INTERACTION We turn your mobile device into a virtual slingshot, users must collaborate to hit moving targets on a large shared screen. INTERLUDE | RIT NMTP | 8 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. INTERLUDE | RIT NMTP | 9 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. INTERLUDE | RIT NMTP | 10 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. INTERLUDE | RIT NMTP | 11 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). INTERLUDE | RIT NMTP | 13 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. INTERLUDE | RIT NMTP | 14 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. INTERLUDE | RIT NMTP | 15 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. INTERLUDE | RIT NMTP | 16 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 • • • • • Intrigue • Anticipation • Curious • Excitement • Engagement/Captivation • Emotional Investment • • • • • Pleasure • Satisfaction • Accomplishment • Curiosity • Accomplishment • Contribution Anxious Bored Lonely FOMO Anxious Excitement Competitive Focused INTERLUDE | RIT NMTP | 17 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. INTERLUDE | RIT NMTP | 18 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 INTERLUDE | RIT NMTP | 19 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 INTERLUDE | RIT NMTP | 20 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. INTERLUDE | RIT NMTP | 21 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? INTERLUDE | RIT NMTP | 22 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] INTERLUDE | RIT NMTP | 23 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. INTERLUDE | RIT NMTP | 24 DESIGN MOODBOARD INTERLUDE | RIT NMTP | 26 BRANDING Horn Piano Strings Brass Percussion INTERLUDE | RIT NMTP | 27 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 INTERLUDE | RIT NMTP | 29 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. INTERLUDE | RIT NMTP | 31
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