Brief 3
Module: Design for Interaction
Brief 3: UCI visit
Date: 11/10/06
Exhibit Chosen: Dancing Stage Euromix

Like most of the other arcade games observed in the UCI complex the Dance Stage game requires the user to enter the required money before the instructions for play are clearly explained. In order to attract users the device relies heavily on the flashing lights and loud music that emanates from the unit, observations suggest that the target audience falls mainly as teenagers and younger children.
The premise of the device is that the user is to replicate the dancing movements which are shown on the screen in the form of animated arrows which correspond with footpad arrows on the base unit of the device. The user has to step on the correct arrow as it reaches its matching arrow at the top of the screen. Feedback for the user is given onscreen (e.g. “excellent” if the user hits the correct arrow at the exact moment varying to “boo” if the user misses the arrow within the timeframe allowed- this is when the arrow representing the foot is within the perimeter of the arrow at the top of the screen).

Example of Feedback
The base unit utilises a raised floor, a metaphorical representation of a raised dancefloor in a nightclub/disco. As mentioned previously there are arrows (up, down, left, right) on the floor, these are coupled with buttons under the screen (including a flashing green “start” button and yellow arrow keys which allow the user to choose the song they wish to attempt) which would suggest that the game was designed using the usability principle of affordance by implying functionality (Norman, 1988).

An Example of the buttons
The majority of the target audience would have a familiarity with similar interfaces, for example using the arrow buttons to scroll through the menu systems on digital tv therefore the game should not be too difficult to pick up in theory. Upon using the device however it became clear that the interface often appears to be quite confusing, the use of an animated character at the bottom of the screen can draw the eye away from the movement of the arrows momentarily but for long enough to miss the arrow as it reaches the top of the screen and therefore miss the correct footing on the pad. This seemed to affect younger users in particular. Users also had trouble with the plain centre box, presumably a resting place while the other foot is on an arrow which caused them to become disorientated and miss an arrow if they had not returned their foot to this box correctly.
The differences between the exhibits at Techniquest and in the UCI complex would mainly lie in the playability, the games are designed to be competitive in UCI (either between 1 player vs. the computer or multiple users in the arcade) in order to part customers with their money. In order to achieve this the design of the games in UCI rely heavily on gimmicks such as lighting effects, advertising the competitive nature of the games or even offering prizes for successful completion on certain games. Techniquest does not need to use this method as the exhibits are mainly geared to have an educational purpose.
References:
Norman’s Principle of Affordance-
Online at:
http://www.interaction-design.org/encyclopedia/affordances.html




