Week  06 Output Process 1
Description


Game Format 03
Publication Design
Print-out Demo 1

Clarified the visual form of the publication -Main Visul(#1) & Inner pages(#2), and created a demo. Test with riso printing(Double side).(#4)
+
Adaptation of interaction rules and creation of interaction demos3(#3). - Riso Print+Cuttable Magnets vs MDP board laser cut


Last Week Feedback
-
1.In actually trying to play this Life Random Challenge using the two demos from last week, the design of the board game didn't do a good job of visualising my core concepts, it was hard to make sense of them right away, which took away from the playability of the game. However, the underlying content decisions and visual outputs work, and further thought needs to be given to the relationship between "tables", "life", "choices", and "don't chase the rabbit". 

2. I need to reconsider the form of the game and whether I really want to make my point through it.

3. These processes are valuable experiments, and it's only by doing them that it becomes clear whether they work or not, so please continue to explore more appropriate formats.


#1 Publication Design - Main Visul format
This Publication will be used as a Project Rule Handbook and Rule Zine for audience to play and comprehense.




The entire publication is visually derived from all the visual elements associated with the forms and plans.

I modelled the design of the movable cover title visual message after the style of the small tabs. People usually see these small labels on documents and notebooks and they evoke a good visual association with making forms/plans/selections.
Visual Reference:Sticky tabs,Forms,Grids


Visual Attempts in week 2:

Handbook Cover’s deatils Modification
Before
After
Paper Materials Experiment
    Tracing Paper or PVC or Folding Paper
Chosing The Binding Material

I chose between the binding tools that would come with the form binding scenario, and ended up with the more stable and less space-consuming 2-piece Filing Clip
Binding Test with filing clipRules’ Page

I test the rule pages combine with handbook size(test1). However it will be better if they were seperate. I adjust the page size and consider it combine with the game board itself.(test2)
(test1)
I tried Trace paper & PVC & Paper Folding again to let the grid system and form visible. 
(test2)
Size Modification & Visual Modification

Before
After
Trace Paper+Riso Print
The back side mimics the most common forms.
Added scattered letters in response to the title.
#2 Inner Pages’ Design
The visual design focuses on the use of the grid system and the rules of the table to design the text and images in conjunction with each other.

Adjusting Process
->

The way of covering 1:
The use of front page as layer to cover the words and leave the initial letters, as in the week2 experiment, allows the viewer to see other possibilities behind the words of the anxiety-inducing major life stages and reduces internal conflict.

Visual Reference: 
Teacher Checking the Answer Sheeets.

Test with laser cut for inner page.
It is hard to set the position and size well due to the limitation of the laser cutting machine itself.
I have to figure out othre way of cut the hollow part by print it apartment.
The way of cover 2:
Visual Reference: hand-made movable children‘s book
Teacher Checking the Answer Sheeets.I design a Pull-out inserts to visualise the delight meaning behind the keyword that is not related to it.
Extract and improve the week 2 attempt 6.
Design of movable parts Print-out Demo Test

Final Pre-press double-sided sequential presentation (non-printed documents)
No pull-out setting pages
Folding sheet with pull-out mechanismFolding page with covering(hiding) words and cut-out design
#3 Game Logic References + Setting Demo 3

The concept of interaction and thematic ideas are attached to the form of random challenges, which are presented visually through graphical colour differentiation and the location of options.

Logic References: Random Challenge Game
Visual Reference:Chess Game



Setting Test 3

Single Participant
Use the dice to randomly determine the order of the life stage and place them on the board in the order they come out.
Placing the cards = Filling the life ‘s form/table.

Rules

I considered the rule with the visual output and settled on continuing to use randomised challenges but reducing the life stage into 16 Stages and using a form of placing small cards with 3 options organs on them to more visually represent the randomised life tables.
Cards’ design
How to show the selection directly.
Visual identity referenced from different kinds of forms/tables which match the title.

There are a total of 16 large life stages, randomly select the order of completion, keep rolling the dice, complete the each following 3 choose 1 on each stages and pull out your choice which match the dice number to complete the games and get your random life’s form with random order and random details.


The order in which the small cards are placed creates different visual graphics that are a testament to each player's unique life journey.
Choices of details + Big Stage Choices DesignPrint-out Test

The three options are designed as pull-outs with embedded cards to match the interactive game setting

Operating Mechanisms

Adding magnetic panels to the back of the map and the cards.
The cards can be fixed on the grid systems and displayed vertically when players place them on the board.
Chessboard Visual Draft

This board is not used for playing chess, but rather references the board format as a grid system for participants to place small cards.
Old MapNew Map#4 Riso Printing Stage 1 (Double Side)
Confirmation of printing problems before final printing + paper testing
+
Adjustment for 2-side position
Different master have dif miss-match.
+
Color Depth Test
Printing Test For HandbookPrinting Test For Chessboard & Small Card

Position + Color Checked
Printing Test For Rules’ Page

Trace Paper + Riso Printing
Visual Effect Checked