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Alex Penman edited this page Jun 22, 2018 · 5 revisions

What:

EACH TEAM is writing 3 pieces of feedback for EVERY OTHER TEAM and their own. This feedback should be 3 suggestions of what you think they should work on next. Think about what parts of the project are working well that they should double down on. What parts of the demo were confusing or mismatched what they said. And what do you think is the eye of the duck.

Self Reflection:

  1. Solid concept of having an app made into a tactile experience, lean more into the details of how those things feel.
  2. Dont have the interaction be a big reveal, explain it beforehand, and then allow the user to focus more in the feel of it, instead of trying to guess what it is.
  3. When the weird (?) thing starts to make sense as an interaction.

Other Teams:

1: Graffiti, Mantas, Federico, Andrea

  1. Really good proof of the technology working, the baseline interaction was clear. The collaboration aspect is fun, and encourages exploration.
  2. The way it was presented, where we were encouraged to just draw, made it feel like a drawing app, more than a project about vandalism. Perhaps looking at erasing lines, or providing lines that are already there before you present.
  3. Watching people draw in real-time

2: Bowling, Sareena, Shalin, Varenya

  1. The physical reactions are attention grabbing, and it would be interesting to look into how people who aren’t viewing the game in ‘AR’ might be able to join in, or get something out of the experience.
  2. Make the digital representations clearer, without an explanation you don't really have any idea what is going on, or what you are trying to do. Furthermore making the interactions easier, so it doesn’t feel like a game of luck.
  3. The moment the physical objects react to the digital interactions. (the pins falling as the best part, but it doesn’t necessarily have to be pins).

3: Futurecasting, Micol, Sami, Jing

  1. The glitches really embellished the project, and added to the feeling of fragmenting futures.
  2. The ‘magic’ 8 ball doesn’t really fit with the narrative of the rest of the project, and it would be good to see how that might be changed, or made redundant. Are the futures of the product inherent in them? With the 8 ball, it doesnt really feel like this is the case.
  3. Without the glitching theres no visceral eye of the duck.

4: T Shirt, Fahmida, Abhishek, Raphael

  1. The city itself, with models, animations, textures, and colours, was amazing, it made for an AR object that you really wanted to explore, rather than just a representation of something else.
  2. Would be interesting to see more development of what the AR fashion could provide, the idea in the presentation felt quite flat in terms of possible interactions. Theres a bit of a stretch between the ‘general city’ visualisation, and the idea of self expression.
  3. Passive self expression through AR. People can learn more about you if they want, but nothing is forced.

5: Cult, Surojit, Anna, Yuxi, Axel

  1. The setting and background story hits the right notes, and helps to ground the project in a humourous yet speculative way.
  2. It didnt seem like there had been much reflection on the social interactions of the project, and there was a sense of surprise when Yuxi said she didn’t feel like a god/cult leader. It would be good to reflect on how the interaction feels from a narrative perspective. The project itself and the story feel disconnected.
  3. Out of body experience, seeing yourself in the third person.

6: Storybook, Chaeri, Sindhu

  1. The interactivity between the characters was cool. Adding potential for openly combining characters would help facilitate exploration of the stories.
  2. Focusing more on the fidelity, rather than adding more characters, would help sell and convey the eye of the duck more. The demo’s fidelity made it really difficult to imagine what the project would actually look like.
  3. The ability to openly make a story your own through play.

7: DataTrail, Reuben, Juliana, Raunaq

  1. The physical placement, and colours helped encourage a sense of curiosity in trying to explore the environment.
  2. Confusing that it was me who was dropping the data, and what they were representing, since they were so big and seemed to drop randomly. Maybe third person integration?
  3. Visualising data
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