Play and Interaction - Reflective Statement 2017:
Doodle Dolls produce sustainable felt dolls designed from the drawings of underprivileged children, that gives back a percentage of the profits on the sale of the dolls to the artist. (Brown, Clarke, McIntyre & Worrall, 2017) This concept is developed through studio with four students, Amanda Brown, Katriel Worrall, Sophie McIntyre and myself, Kylie Clarke. Through my Play and Interaction paper, I am working on a sub-project alone, in which the adult can upload their child’s favourite drawing to the Doodle Dolls app, animate and then explore the world full of fun challenges and games.
Doodle Dolls was created to assist, child poverty, and sustainability and textile waste research:
Child poverty rates are increasing at a rapid rate. As Roy (2016) states, “one-third of the country’s children, or 300,000, now live below the poverty line – 45,000 more than a year ago”. Doodle Dolls is a direct response to this issue, with the aim of providing aid to those in poverty, one child at a time.
Secondly, figures obtained by the Ministry for the Environment show that, every year, the textile waste present in New Zealand’s landfills increases by around a hundred million kilos (The Wireless, 2014).
Doodle Dolls will turn unwanted textiles that cannot easily be resold into new, desirable products that will minimise the amount of landfill waste.
My initial feedback in week 9 was extremely useful and thorough. I discovered that my designs were well developed for a one person team, though I needed to research more into the challenge and gaming aspect of the application. Thomas W. Malone (1982) looked into two key questions around gaming user interfaces:
Why are games so captivating? and,
How can the features that make computer games captivating be used to make other user interfaces interesting and enjoyable to use?
To make a game a ‘challenge’, there needs to be a goal where the outcome is uncertain. Creating this for a child’s app for 5-8 year olds can be rather difficult, keeping in mind the ability of a 5 year old and an 8 year old varies (Malone, 1982). This is why I have created three early prototypes of three types of games that could be included, but not limited to; a multiple click game, platform game and a social network simulation game. If given enough time, or had another person on my team, I would have playtested these a lot more and made sure the three flowed together, and if not, created a fourth game option.
Alongside the challenging element, they also need to be able to hold the child’s attention and keep them coming back to the app. Chris Crawford states that a very important motivation to play an engaging game is fantasy fulfillment. Taking the child away from the real world and placing them in the fantasy world alongside their animated character allows the child to “escape” and to experience “symbolic exploration”. It is critical for humans, especially children to explore in a made up world where they can recreate “our art and our games”. (Crawford, 1984). My aesthetic is simple, yet requires full imagination with the challenges included such as the ability to gain points/coins/apples and level up through the child’s chosen way in the exciting and interactive world.
A very similar example of an interactive child’s ‘toy-to-life’ application is Play-Doh Touch. This company uses a special product with their app to connect the children with their physical creativity and their explorative traits. Play-Doh Touch uses a special stamper to create a character with the child’s chosen coloured play-doh. Their parent then scans in the character and is animated instantly, ready to be interacted and explored with (Perez, 2016).
One of the great aspects of this product is the ability to create a well crafted character no matter how inaccurate the toddler is at building their play-doh masterpiece. This allows ALL children to be able to scan in an animal without worrying if it will work, meaning the reliability of the process is accurate which is a theory I should have implemented into my application. At 5-8 years old, many kids will not be able to draw a clear image therefore making the animation process in the application very difficult. In future, to prevent this occurring, Doodle Dolls can create a variation of character colouring pages on their website, so the parent can print it out and let the children colour them in. This means the images will already be pre selected and all that needs to be generated is the colours used by the child to create a unique design.
An aspect that users did not enjoy though was the non-challenging aesthetic. Perez (2016) states, “Play-doh fails to create a compelling world after the whizz-ban glee of its digital trickery wears off.” Other than the initial scan, there is no challenge in the game and nothing for the children to work towards, therefore falling short of enjoyment and repetitive play. She also states that her child quotes “Mommy, this is boring.” There was no advanced gaming technique that allowed her child to progress through the game.
The idea of a colouring page is used in the Kelly Tarlton’s Sea Life - Amazing Creations Playroom area. This brand new section in Kelly Tarltons are targeted for toddlers to older children, where they can draw their own fish, scan it into their machine and watch it come alive on the huge interactive screen in front of them. This area is perfect as a resting point, where parents can grab a coffee and relax/chat while their child enjoys their time at Kelly Tarltons (Kelly Tarltons, n.d.).
I managed to view this exhibit in early 2017 when it was just released. It was a relaxing room to be in, where children were scattered around the tables, using the crayons and drawings provided. The environment was a relaxing one where some parents were scattered amongst the children, helping them create their masterpiece, where others left their children to their own creativity and took advantage of the coffee in the area. The idea of the parents helping their children colour in, is the idea I wanted to add to my application. I want to encourage this relationship over art, then through a screen, encouraging the continuation of play with their creation. Unfortunately, my downfall was time, and I was unable to playtest this theory and whether it was going to work with families behind closed doors, compared to an interactive installation in a public space.
In week 9, Ben mentioned that I needed to establish whether the app is a ‘challenging game’ or a ‘toy’. From the research that I have found, which is backed up through the Play-Doh Touch research and limited playtesting, I have discovered that the best interaction is a simple challenging one where the child develops their skills and creativity by aiming towards a simple goal. There is always development in the app which means the usage will be consistent, the child won’t get bored and the opportunities are endless. Of course, this is a Doodle Dolls 2.0 idea, so all these theories I have established and contextualised are still in prototype stage. This means that certain aspects may not work due to restrictions in playtesting. The lack of game testing is also the main thing I could have changed through the semester, which I know would have enhanced my design decisions.
Brown, A. Clarke, K., McIntyre, S. Worrall, K. (2017). AUT University: Doodle Dolls. Auckland. Unfinished student project.
Crawford, C. (1984). The art of computer game design.
Kelly Tarltons. (n.d.). Amazing creations | kelly tarlton's sea life aquarium. Retrieved from https://www.kellytarltons.co.nz/explore/amazing-creations/
Malone, T. W. (1982, March). Heuristics for designing enjoyable user interfaces: Lessons from computer games. In Proceedings of the 1982 conference on Human factors in computing systems (pp. 63-68). ACM.
Perez, S. (2016, November 18). Hands-on with play-doh touch, the app that brings kids’ creations to life | techcrunch. Retrieved from https://techcrunch.com/2016/11/18/hands-on-with-play-doh-touch-the-app-that-brings-kids-creations-to-life/
Roy, E. A. (2016). New Zealand's most shameful secret: 'we have normalised child poverty'. Retrieved from https://www.theguardian.com/world/2016/aug/16/new-zealands-most-shameful-secret-we-have-normalised-child-poverty
The Wireless. (2014). The impact of throwaway threads. Retrieved from http://thewireless.co.nz/themes/impact/the-impact-of-throwaway-threads