Week  04 Interaction  Demo 1Description

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Content Confirmation
Research
Game Logic, Setting and Content
Visual Drafts

During the week I mainly worked on the confirmation of concept and the output media-
After that, I worked on the design of the layout of the text(#2), the production of the visual draft(#3) and the printing of the model.(#4)

 
Summary of current concepts(#1)
Inevitably, internal conflict arises as we all make choices and move to the next stage of our lives in a fast-paced, regular manner in response to the general environment. We are always reflecting on the past, placing ourselves in the latticework of those life-stage choices, "chasing the rabbit". Putting the future at "random" is a choice we hardly have the courage to make.

I will use the graphic grid system and the forms that are inevitably encountered in different stages of life as the basis for visual exploration, using the rabbit as the graphic symbol and programming language as the content presentation rule, to design a light-hearted game that explores the personal-identific anxiety caused by the collision of contemporary spiritual cultures. Promote the audience to detach themselves from repeated introspection, immerse themselves into the future that collides with random choices, and to JUMP OUT  from the invisible “FORMS". 

Final Output Decision: Packaging design (boxes, dice, chess pieces, map,Rabbit Origami) Setting publication, Posters


#1 Game Logic References + Setting 01

Logic References:
Random Challenge Game
The Sims Game
Board Game


Setting Test 01

Single Participant
Branch Problem Test - Simulation: major life-stage choices - by Rolling the Dice to Choose

I used the characteristics of the Branching questions Test to analyse and implant my project concept:

User makes their crucial life stage choice by random challenge, to build a randomly generated complete life simulation, the user is relaxed in the process of randomly shaking the sieve choices, all the choices are selected by rolling the dice, which corresponds to the "don't chase the rabbit". 

Random dice rolls may result in choices that are different from the wider context (e.g., you may not dice out option "going to university", but the dice take you to work, and then dice to result in other areas). The act of "randomness" does not lead to introspection, and suggests not being trapped by the fixed “formula(form&table)" of life.

In this series of random choices the final option all given a conclusive interpretation, and all endings are good, so that the user understands that no matter how the choice is made, the end result is as good as it can be, so that they can take off the pressure of the process of life and success or not, life is a game, enjoy it.







Branching questions Test
Jumping forward based on user options (e.g., choosing A in question 1 jumps to question 4, choosing B in question 1 jumps to question 3), and finally deriving a conclusion based on the different choices.

Depending on the user's different choices, the subsequent questions or episodes will be different, resulting in multiple branching paths that ultimately lead to different outcomes.

Common Usage Scenarios:

- Interactive novels or games: users experience different storylines and endings through different choices.
- Education and training: by simulating real-life scenarios, learners are helped to understand and master knowledge points or skills according to different choices.
- Psychological tests or assessments: Based on the user's answers, follow-up questions are dynamically adjusted to more accurately assess psychological states or other characteristics.

This design approach enhances interactivity and engagement so that users feel that their choices directly affect the process and outcome.
One Day Demo