Result
A video explaining and demonstrating our project.
Affiliates
@williamdalsto @gyllenstendesign
Misplaced Lens Cap
sheepfilms

roma★

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One Nice Bug Per Day

Kaledo Art

oozey mess

pixel skylines
PUT YOUR BEARD IN MY MOUTH

ellievsbear
Xuebing Du

izzy's playlists!

⁂
Stranger Things
hello vonnie

Andulka
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@williamdalsto
Result
A video explaining and demonstrating our project.
Affiliates
@williamdalsto @gyllenstendesign
Lesson plan
As per the brief, the learning experience will ultimately happen inside a classroom, meaning it will be incorporated into a school module, even though we were not required to heed any of official learning outcomes on UDIR or elsewhere in our design. Meaning we will have to consider our learning experience within the confines of a lesson plan.
Bringing it all together, the lesson begins with an introduction to the overarching concept and some general rules which applies to both the analogue and digital games. Afterwards, the class is split in half: Team Analogue and Team Digital, where the teacher will quickly brief the students on the narrative. Then each team is split in two yet again: one group will be defusing the bomb, while the other group has access to the bomb manual which they have to decode. After 25 minutes, the team will have the opportunity to switch games, so that both teams gets to experience both the analogue and digital bomb. After yet another 25 minutes, the two teams are disbanded, returning to being a class as a whole. The teacher then gives the students some prompts to make them reflect on the experience and how it applies to their lives as a whole beyond the classroom.
Pedagogical theories
Vygotskys proximal learning zone.
Reflection
During playtesting we experienced that engagement dropped in the first and last part of the lesson, because it followed a traditional lecture format. An interesting iteration on the lesson plan would be to try incorporating the reflection prompts into the game itself, in attempt to circumvent the traditional teacher-student lecture dynamic.
Affiliates
@williamdalsto @gyllenstendesign
Communication modes
The key aspect of our concept is the communication happening between the bomb defusers and bomb manual decoders.
Team Analogue
We made a thread track device to simulate snailmail. How slow physical communication is and thus how deliberate one has to be in what information one sends.
Notifications with a honking horn.
They are only allowed to communicate through drawings.
Team digital
We handed the students our smartphones to communicate with.
Students cannot communicate in Norwegian.
The students are allowed to arrange for what kind of code language they wish to use.
Affiliates
@gyllenstendesign @williamdalsto
Bomb manual
The second part of our concept was the bomb manual which holds the key to defusing the bomb, hidden in encrypted puzzles.
Although not the primary feature of our design, it was inspired by escape room puzzles.
Analogue puzzles
Professor Rumlegås has gone missing! Homemade sketchy aesthetic.
Digital puzzles
Google street map
Inspect wikpedia page — make the students feel like real hackers
Code hidden in console of a webpage
USB disk containing various files
Ctrl f through a faux vg front page
Prowling through suspicious posts in a social media hashtag
Visiting the internet web archived page of a dead link website
Looking for hidden messages in the web search history of a web browser
Looking through a youtube video for recurring iconography
Listening for morse in an audio file or blinking lights
An idea was to make the students plug in their phone to the computer with a USB cable for narrative immersion.
Affiliates
@gyllenstendesign @williamdalsto
Digital bomb
We unfortunately didn’t achieve as high finish on the digital bomb as we did on the analogue bomb. We originally planned to make the digital bomb into an actual interactive website, but our teacher urged us to stick to Figma, since that’d make it easier to iterate our design.
In hindsight, we should have been more stubborn about following our original plan, because all the pupils figured out they could cheat by pressing the arrow keys, instead of actually doing the escape room puzzles to properly defuse the bomb.
Narrative
The narrative of the digital game was that the police have arrested some members of a hacker group who have created a virus bomb that will publish all the pictures on their phones, essentially «face raping» the players as it’s called, unless they defuse the bomb.
Visual design
For ease of iteration we initially decided on a simple flat UI look, although we later on also played with the idea of adding a more hacker aesthetic through the use of binary, ASCII art, 1337 hackerspeak, and hiding the answers inside of actual javascript code.
Coding
Although unfinished, this is what the plan for the code was.
Nb!!! This post is a work in progress!
Affiliates
@williamdalsto @gyllenstendesign
Analogue «bomb» with Arduino
Making the physical bomb was a challenging and very rewarding experience. It’s created with Arduino placed in a suitcase. None in the group had ever touched Arduino before, and we only had one person who had a little experience with MicroBit, so huge props to @gyllenstendesign for figuring it out in the end!
Arduino
Since we had no experience with Arduino, we scoured the internet for tutorials. Initially we wanted to recreate this bomb made by Alastair Aitchison, but we unfortunately didn’t have the same exact materials that he used, and trying to adapt the code to fit the materials we did have would be too over-ambitious for this project. Therefore our quest continued for a tutorial that fit the electronics we had on hand. Eventually we began looking through GitHub and discovered this tutorial made by Raphaël Champeimont, which is what we ended up using in the end. We even got in touch with the creator, who helped us figure stuff out.
Suitcase
After the "guts" was settled, we began working on the "shell". We bought a suitcase off Finn.no, and created a wooden mount to place the electronics on. One challenge was that the breadboard we used had already been taped onto a lasercut frame by the people we purchased it from, so some of the wires which were not supposed to be cut were unfortunately visible. To signal to the players that these wires should be left alone, we wrote a note in the suitcase and color coded these wires black and red. Meanwhile the wires that should be cut, we made colorful and wrote a note telling the players that these wires could be cut.
To add to the narrative, we filled a soda bottle with green soap water and pasted a sticker on it to make it look like a biohazard bomb. We also used some gold and black striped tape, which added to the narrative flair.
Reflection
Given more time, we could have tried out connecting our bomb to a speaker, and thus added sound effects like the final explosion and the ticking countdown timer, which could make the game more responsive to user input.
As for the suitcase, we could have tried getting our hands on another breadboard, which would have allowed us to hide the guts fully underneath the "shell". Or even better, we could have gotten to actually solder everything together. Although we tried to avoid permanently soldering anything, because we wanted to preserve the parts for use in future projects.
We also had a little fun talking about glitter bombs when ideating the analogue bomb, and talked about maybe creating a confetti explosion. Since an actual glitter bomb is a bit much, and having glitter stuck everywhere forever probably wouldn’t be very popular with the people who has to clean it up.
Affiliates
@gyllenstendesign @williamdalsto
Norwegian Museum of Science and Tehnology (TM)
The project began with a preliminary visit to the new I/O exhibition at the Norwegian Museum of Science and Technology, for which we were tasked with designing an interactive learning experience for middle schoolers.
The exhibition uses
Wandering the exhibition, we were struck by how much we missed the software inside the different electronical appliances in the exhibition. For instance, what does a smart home device from the 70s sound like? What was it like to use flip cellphones? How would it blink and beep? How does a home assistance robot from the 80s behave? How did the operating system on the first apple computer look like and behave? What was the actual interaction between the user and the interface like way back when?
Conclusion
After drafting and brain storming some ideas on small A6 pieces of paper, we decided on communication as the theme of our project. Our idea is to convey how different communication channels influences how we express ourselves and how much we decide to share. Especially the contrast between the information overload from instantaneous smart phone messaging and the slow mode of written letter mail (also endearlingly called snail mail), which illustrates the revolutionary age of information we live in.
Brief 8 - Fortell oss noe interessant om internett!
I denne oppgaven var jeg på gruppe med Ole, og vi bestemte oss for å lage en nettside om konspirasjonsteorien “Hollow Earth”; om at jorda egentlig er hul og at det bor en avansert sivilisasjon under overflaten. Under oppgaven ble selve kodingen av nettsiden et fokus for oss hvor vi prøvde å oppnå høyest mulig forståelse for koden vi skrev.
Sjekk ut nettsiden selv her: https://chimerical-hummingbird-e131cd.netlify.app/
Brief 7 - Personlig Nettside
Oppgave: Lag en enkel, personlig nettside som presenterer deg som designer.
Med dette utgangspunktet valgte jeg å lage en stilren nettside der kodestrukturen hadde et stort fokus.
Formfabrikken!
Noen bilder fra hva jeg har gjort på valgfaget formfabrikken de siste 4 ukene!
Brief 6: Resultat!
Our game came together in the end, and it seemed to be well-received by our final players! Here is the video of the walkthrough of our final playthrough!
Brief 6: Urban games prosess!
At first we went a bit over the top with all the features we wanted to include, a phenomenon called “feature-creep” in the game-industry, where you plan ahead for way too many features. We ended up having to cut down on some of our planned puzzles and clues, which proved too complex to include in the end; something we could’ve considered had we had more time on the project.
Brief 6: Urban games!
For the largest assignment of this module, we were tasked with making urban games. My group was given the intro-prompt “Conspiracy”, and we quickly decided to create an “alternate reality mystery-solving” game where lizard-people are taking over the world! The player is guided both through a figma prototype and a phone-call with a secret agent.
We did a bunch of playtesting and iterating to find a good balance between fun and challenge when creating the clues and “guided path” for the player.
Brief 6: Board games!
Our next task was to create our very own board game! My group took inspiration from the already existing board game “Den forsvunne diamant”, which is a fairly simple strategy game using dice. We expanded on the given concepts and made the game-mechanics more advanced, while also giving the game a completely new setting and theme. In the end we made the game called “Yeti Hunt”!
It took a fair bit of playtesting to realize which mechanics became too convoluted and which were a good addition, so we iterated a large amount during our testing. We also had to play the games ourselves many times to realize if some strategies where superior to others and so on, to make the game as balanced as possible given the short time we had. In the end we ended up with a fun and engaging game!
Brief 6: Game festival!
For our introduction to games we were tasked with trying out a bunch of board-games! As a gamer and game-developer, this week was super fun! I played a variety of games, including social games where you need to be deceptive, strategy games and good old dice board-games. For our short presentation I presented the game “Spyfall”, which is a mystery-solving social game where one player is secretly a spy; the players must figure out who the spy is, while the spy must figure out the makeshift location without getting caught!
Brief 5: Resultat
Brief 5: Presentasjon
Under presentasjonen av appen min følte jeg at jeg fikk gode og konstruktive tilbakemeldinger. Jeg føler kanskje at jeg fikk litt lite tllbakemeldinger på utformingen av appen og brukergrensesnittet, men heller flere kommentarer på det logiske når det kom til løsningen appen min presenterte for brukeren. Kommentarer på brukergrensesnittet er noe jeg savnet under tilbakemeldingen min.
Til ettertanke vil jeg trekke frem den grunnleggende planleggingen av appen min og hva den løser rent logisk; dette kunne vært gitt mer fokus i idee-fasen.