Mode, Median, Range and Mean
Transcription
Mode, Median, Range and Mean
Mode, Median, Range and Mean Mobile Phone Game Design Document By Erin B. Lillis March 20, 2008 Interactive Design for Education Lillis TABLE OF CONTENTS PROJECT OVERVIEW ......................... Audience ............................. Goals .................................... CONTENT ........................................... CONCEPT ........................................... DESIGN DIRECTION ........................... Mood Boards ....................... Interface Comps .................. Game Screen Comps ........... Final Game Screenshots ...... STYLE GUIDE ...................................... Identity ................................ Interface .............................. Game Screens ...................... Emily, Em3 & Eminity ........... Arthur, R & Artuno .............. Villains .................................. GAME MAP ........................................ MOBILE KEY MAP .............................. TECHNICAL SPECS ............................. File Naming Conventions .... Assets .................................. PRODUCTION PLAN .......................... SUMMARY ......................................... 02 03 04 05 06 09 09 11 12 14 13 16 17 18 20 22 23 24 25 26 26 27 28 30 1 PROJECT OVERVIEW Recent educational research shows that children learn easier and faster when playing games. Using this knowledge combined with market research about United States children between the ages of 11 and 13, this project takes an element of U.S. sixth grade level Mathematics and turns it into a story-based game for Tweens to play on the go. Lillis PROJECT OVERVIEW: Audience The audience for this mobile phone game application is 11-13 year old (also known as “Tweens”) Englishspeaking children in the U.S. who are at a sixth grade level in Mathematics. This audience is gadget savvy and spends money in the marketplace on technology and media. Products geared towards this Tween audience are often brightly colored and shiny while popular idols are fresh-faced with PG appeal. Shows like High School Musical and Hannah Montana are hits in this agerange and are financially successful due to their multi-faceted merchandising. CDs, DVDs, live theater shows, books, clothing (and more) extend these brands. Tweens that spend their time on the Internet often visit family friendly sites like ClubPenguin.com, DXD (http://disney.go.com/dxd) and Neopets.com where their identities are represented by avatars. Traditionally, media designed for this target audience focuses on the “awkward stage” and presents stories where the main character has several identities; the self they are currently and their fantasy ideal self. (For example: Hannah Montana, Harry Potter, Eragon, Jem and the Holograms, Labyrinth, The Neverending Story, The Worst Witch, The Princess Diaries and more.) In Math, most likely due to their being brought up with advanced technology and the Internet, they are educationally ahead of the previous generations by the time they reach 6th grade. 3 PROJECT OVERVIEW: Goals Client Goals User Goals The client for this game would like to teach the basics of statistical computation at a 6th grade level by making it fun and memorable. The user for this game would like a mobile phone game that is interesting in story, easy to learn and fun to play while on the go. They would also like the lingo of the computations to be addressed and taught to the game users. Their preferences include the option to play a quick or long version of the game, timed challenges, the opportunity for bonus points, customization and the ability to play as either a boy or a girl character. Secondarily, they would like a character and a ficticious world which has the built in opportunity for expansion into other gaming and merchandising opportunities. Lillis CONTENT: Statistical Math The mathematical content in this game will be the statistical concepts of Mode, Median, Mean and Range. Users will be asked to analyze different number sets in order to find the numbers that represent each term. Math Concept Mode: Within a set of numbers, determine which is the “Mode” (the number that appears most often). Median: Within a set of numbers, determine which is the “Median” (the middle number in the set). Range: Within a set of numbers, determine which is the “Range” (the difference between the lowest and highest in the set). Mean: Within a set of numbers, determine which is the “Mean” (the average of the set). User Steps 1. Observe the given numbers. 2. Mentally arrange the numbers in the set from lowest to highest. 3. Observe whether or not any numbers repeat and, if so, find the number that repeats the most often and select that as the “Mode” of the set. 4. Count how many numbers are in the set. If the amount is even, locate the two middle numbers, add them together, divide the result by 2 and select that number as the “Median.” If the amount is odd, select the number in the exact middle as the Median. 5. Subtract the smallest number in the set from the largest number in the set and enter that result as the “Range.” 6. Add the numbers in the set together. Divide the result by how many numbers there are in the set and select that answer as the “Mean.” 5 CONCEPT The game title, Em3, is inspired by the three M’s of Mode, Median and Mean. Em3 presents a teenage character as the user’s friend who is a bumbling student (Emily), a tech-savvy spy (Agent Em3) AND a soul avatar (Eminity). The concept, in short, is a combination of the Tween alternate identity storyline with tech and fantasy thrown in. “Missions” Mode Emily, who works for the Sorcery Secret Service, spends her time at school as a typical “Mathmagician” student but secretly uses her statistical math skills in order to foil the attempts of evil teachers planning to brainwash their students. Emily’s assistant and best friend, Arthur (a.k.a. “Agent R” and his soul avatar, Artuno) narrates the Missions storyline and invites the users to help Emily find clues and answers by analyzing data that she has collected through her spying. In level one Emily must determine which teachers are part of the gang. Emily has been tracking the movements of the faculty and presents this data to the user. Users will then use the “Mode” skill to determine Lillis CONCEPT Continued which room number is being visited most frequently by the teachers (suggesting that the rogue teacher’s are congregating and having secret meetings.) By using the “Range” skill the user will determine which set of scores has the lowest variance in range. The class with the lowest range is the class with the brainwashed students. In level two Emily, now acting as Em3, has found several sets of numbers which hide the combination to a safe (where the teachers are keeping their ingredients and spell book). The user will have to arrange these sets of numbers mentally in order to find the “Medians,” which will, in turn, unlock the safe. Lastly, Emily/Em3 must call upon her soul avatar, Eminity, in order to undo the spell’s affects. In order to return each student to their previous personality she must determine their previous grade point average by figuring out the “Mean” of their school scores. In level three Em3 has discovered that the teachers did a “test run” of the spell earlier in the month. Now she must find these students so that she can undo the mind control effects. In order to do this Em3 breaks into the school office and steals standardized test scores. With the students healed and the teachers’ plans thwarted Emily has saved the day and the user has won the game! However, if the user does not finish each level within the allotted time period, the teachers will regain their property, strip Emily and Arthur of their powers and all of the students will be brainwashed. 7 CONCEPT Continued “Spells” Mode In the “Spells” mode of the game (also known as the “quick mode”) the user will choose to play as Emily, Em3, Eminity, Arthur, R or Artuno. Each choice of character changes the background color elements (allowing the user to customize their game space) but the core challenge remains the same. The user will be presented with a set of numbers and asked to find the Mode, Median, Range or Mean of the set. The Spells mode is intended for repeat gameplay and situations during which the user only has short bursts of available time or patience. In this mode the user will be able to save their high scores in the mobile device’s memory. Lillis DESIGN DIRECTION: Mood Boards 1 & 2 (Audience) Boys Girls 9 DESIGN DIRECTION: Mood Boards 3 & 4 (Adjectives) Swift, Snappy & Shiny Witty & Weird Lillis DESIGN DIRECTION: Interface Comps 11 DESIGN DIRECTION: Game Screen Comps Lillis DESIGN DIRECTION: Game Screen Comps Continued 13 DESIGN DIRECTION: Final Game Screenshots Lillis DESIGN DIRECTION: Final Game Screenshots Cont’d. 15 STYLE GUIDE: Identity Black Logo on White Background White Logo on Black Background Full Color Logo Full Color Logo on Dark Background R: 138 G: 186 B: 226 R: 235 G: 135 B: 67 R: 173 G: 221 B: 91 R: 244 G: 42 B: 115 Hex: #8ABAE2 Hex: #EB8743 Hex: #ADDD5B Hex: #F42A73 Lillis STYLE GUIDE: Interface BUTTONS & SELECTORS Moon Selectors Green Button Highlight Denmark Button Text, Black, Sentence Case Denmark Button Text, White, ALL CAPS INTERFACE Typeface: Denmark Regular 12pt ABCDEFGHIJKLMNO PQRSTUVWXYZ abcdefghijklmno pqrstuvwxyz 123456789 !@#$%^&*()+=;:<>? Help Menu Typeface: “_sans” Regular 12pt System Font R: 250 G: 199 B: 55 R: 247 G: 255 B: 95 R: 158 G: 0 B: 93 R: 111 G: 212 B: 247 Hex: #FAC737 Hex: #F7FF5F Hex: #9E005D Hex: #6FD4F7 17 STYLE GUIDE: Game Screens 160 px 128 px Header Typeface: “_typewriter” 14pt System Font (Display determined by mobile device) Paragraph Typeface: “_sans” Regular 10pt System Font R: 173 G: 221 B: 91 Hex: #ADDD5B Header “M” Mathmagician Emblem Swirly: Background Element, Black at Opacity 9% R: 255 G: 255 B: 255 Hex: #FFFFFF Paragraph Lillis STYLE GUIDE: Game Screens Continued Game Levels: Handwritten numbers or “casual” typefaces (Apple Casual, Comic Sans, etc.) should be used for the game levels. Doodles, erasures and highlights bring a touch of realism to the storyline. Timers and Scrollbars: The track and bar should be two contrasting colors. Background: The background has the fantasy look of papyrus with the “Swirly” (Mathmagician Prep emblem) watermark and dark edges (to suggest a looming danger and the contrast between night and day). Technology: Some game elements should have a distinct “tech” look due to the spy gadgetry and audience appeal. 19 STYLE GUIDE: Emily, Em3 & Eminity Emily by day Emily by night as Em3 Emily’s soul avatar, Eminity Emily is the main character in the By night she is a covert agent for game universe and all secondary the Sorcery Secret Service and characters are based on her general known by her codename, Em3. look and style. (Following trends like Bratz ™ and Emily is 15 years old and a trendy manga titles, Emily and the young student at her sorcery high school, characters in her world have large Mathmagician Prep, by day. eyes and heads with small bodies.) Lillis STYLE GUIDE: Emily, Em3 & Eminity Continued Emily’s day look consists of dresses, blouses and skirts in Spring hues. Ribbons, headbands, flames, stars, crescent moons and other magical icons appear in her wardrobe. By night her wardrobe ventures towards darker colors (though she still leans towards the pinks and purples) , tighter or tied up sleeves and identity-concealing add-ons such as hooded sweatshirts and hats. By day she is magical! By night she is techy! In Emily’s universe magic is performed with the soul’s avatar. If you perform devious magic your soul will turn dark and deformed so when Emily is called upon to spy she has to rely on technology because of the very nature of her deceitful activities. When Emily performs magic, Eminity, her soul avatar, makes its appearance to work the spell. Hair & Body R: 68 R: 237 G: 29 G: 137 B: 3 B: 69 Hex: #ED8945 Hex: #441D03 R: 255 G: 240 B: 240 Hex: #FFF0F0 R: 244 G: 201 B: 201 Hex: #F4C9C9 R: 0 G: 0 B: 0 Hex: #000000 R: 255 G: 255 B: 255 Hex: #FFFFFF Wardrobe Samples R: 175 R: 249 G: 58 G: 117 B: 175 B: 233 Hex: #AF3AAF Hex: #F975E9 R: 128 G: 110 B: 255 Hex: #806EFF R: 240 G: 249 B: 175 Hex: #F0F9AF 21 STYLE GUIDE: Arthur, R & Artuno Arthur by day Arthur by night as “R” Arthur’s soul avatar, Artuno Hair & Body R: 107 R: 73 R: 142 G: 70 G: 21 G: 94 B: 70 B: 21 B: 94 Hex: #491515 Hex: #6B4646 Hex: #8E5E5E R: 198 G: 164 B: 119 Hex: #C6A477 R: 186 G: 147 B: 147 Hex: #BA9393 Arthur, 15 years old, is Emily’s best friend and Sorcery Secret Service “handler.” He is a tech genius and provides Emily with her gear and her communications from the SSS (and the game players). His codename is “R” and “Artuno” is his soul avatar. Lillis STYLE GUIDE: Villains Miss Basquile Professor Ridaye Riddance Bastull Style-wise, villains in the game are easily distinguishable by their smaller “adult eyes” (in proportion to their face), their low-chroma color hues (as opposed to the bright hues used for the students) and their dark, deformed soul avatars. The two primary villains are Professor Ridaye (the Perishable Magics teacher) and Miss Basquile (the half-zombie/half-French languages teacher). Their appearance in the game signifies that the user has lost the level and must begin again. 23 GAME MAP Game Logo Main Menu Missions Spells Level 1 Intro Help Level 1 Level Win Level 2 Intro Choose Character Help Exit Options About You Lose Help Level 2 Level Win Quick Game You Lose Level Win Level 4 Intro High Scores Level 4 You Win Characters Mode Median Mean You Lose Help You Lose Credits Instructions Range Help Level 3 Level 3 Intro Save Scores Sounds Lillis MOBILE KEY MAP Soft Keys = Options, Exit, Help and Menu Arrow Keys = Navigate up, down, left and right OK/Select Key = Make Selection, Mark or Play Number Keys = Number Entry 25 TECHNICAL SPECS: File Naming Conventions All files should be named with proper section identification and version number. SWFs in use in the current version of the game should be identified WITHOUT version number (as the files are referenced specifically in the game code). Folder names, also, should not be changed because they are referenced in the game code. Game file structure: Folder “em3_game” - Folder “menus” - Folder “sounds” - Folder “missionLevels” - Folder “spells” - Folder “fla_files” “Menus,” “spells” and “missionLevels” each contain a folder called “fla_files,” which, in turn, contains a folder called “old_versions.” Each time an original “.fla” file is opened for editing it should immediately be saved as a new version in the “fla_files” folder (I.E. “lillis_em3game_v13”). Any old versions should then be moved to the “old_versions” folder. Sound files are in MP3 format saved at low quality. These sounds are located in the “sounds” folder but are also embedded in the final SWF files. Other relevant folders include: - identity (logos) - design_doc - sketches_comps (mood boards, interface, navigation, character and game level designs) - documents (reports and research) - fonts - stock (photography) - presentations Lillis TECHNICAL SPECS: Assets Assets were designed, created and tested using the following software and languages: - Adobe Flash CS3 Professional - Flash Lite 2.1 (ActionScript 2.0) - ActionScript 3.0 - Adobe Device Central CS3 - Adobe SoundBooth - Adobe Audition 3.0 - Adobe Illustrator CS3 - Adobe Photoshop CS3 Extended - Adobe InDesign CS3 - Adobe Acrobat 8.0 - Microsoft Office 98 - Microsoft Office 2007 Stock images and audio elements were obtained from: - Getty Images - Flickr (Creative Commons License) - Stock.xchng - Vecteezy.com - Sound Ideas library The Em3 game was originally designed for use in the Nokia 6085 mobile phone device. Concept and game Beta Testing was provided by students and staff at the Art Institute of California, Los Angeles. Further concept testing provided by students at Pacelli elementary school in Austin, MN. 27 PRODUCTION PLAN Wk 1 Research sixth grade math standards, audience and mobile-based math games. Create two audience mood boards and define a logical math process based on sixth grade math. Wk 2 Write creative brief and define game concept. Create two conceptual mood boards. Choose math area to focus on. Wk 3 Define structure and mobile phone buttons to be used in navigation. Revise creative brief. Create 2 interface designs. Wk 4 Begin design document creation, print in B&W and cut to size. Design art direction for all game levels and print in full color. Create production plan. Prepare pitch presentation. Burn CD. Consult with members of target audience regarding design direction and user goals. Revise accordingly. Wk 5: Setup flash document (key art). Create design of game level codMS 1 ing on paper and consult with Flash programmers. Start gathering audio elements. Begin basic programming. Lillis PRODUCTION PLAN Continued Wk 6 Buttons and menus programmed. Sounds edited. 1 to 2 levels on the way to functioning. Wk 7: MS 2 More sound design work completed. Basic animations complete. 2 levels functioning. Revise Design Doc. Wk 8 MS 3 Levels 3 and 4 on the way to functioning. Alternate menus (sounds on and off) complee. Revisions to Design Doc and presentation worked on. Print color draft of Design Doc. Wk 9 Finish all levels of play. Functioning SWF ready and sent to preBeta testers. Design doc revised. Wk 10: Have Design Doc printed and bound. Revise presentation and MS 4 practice. Burn final CD and test. Tweak, test and fix all game levels based on testing for final presentation. Wk 11 Prototype turned in and functioning. Production reports and all design documentation put in report folder and turned in. Final summation report and CD of all elements delivered. 29 SUMMARY In summary, the Em3 game not only reinforces the statistical skills learned in 6th grade math, it also introduces a three-dimensional character that shows that, regardless of magic and technology, everyday math is still vital. Using a recognizable math system (Mode, Median, Range and Mean) the user assists the main characters, practices skills they have learned in school and creates a personal gaming experience. By limiting the text in direction screens to short elements players will be allowed to “fill in the blanks” of Emily’s world. Visual and audio cues (flashing cursors, “sparkly” noises, etc.) will positively reinforce the players when they answer questions in a timely fashion and tease them when time has run out. With several opportunities for “losing” in the Missions mode the player will be interested in practicing their skills in order to solve the mystery and save the students. In “Spells” mode the user will be allowed to customize their gaming experience by playing as the character of their choice, earning points and saving high scores. (Beta testing points to the Missions mode appealing to an audience of females while Spells mode appeals to males.) Lastly, the characters will be presented in a humorous and Tweenfriendly way that will promote interest in the future development of Emily and her world.