Wednesday, 23 January 2008
Monday 21. 01. 08
I asked Michele to send me comments about how the design should be changed so I can do the final version for building.
Sunday 20. 01. 08
Also battery run out - I would expect that this would be checked before shooting...
But the shooting went quite OK, I have managed to get policeman hat from Spitalfield market and after charging the battery we have finished the shooting quite quickly.
I would personally use another angle for shooting and I don't believe that after so short shooting all the possibilities were shut. There should be lots and lots of possibilities. I guess that because of the time for project there was made decision to keep it simple.
Saturday 19. 01. 08
Friday, 18 January 2008
Friday 18. 1. 08
Shira introduced me Adobe Director, the software we will use for building the product and I've never used. I'm very excited about the software, it seems to be very clever and useful.
I have found that Adobe's trial download is temporarily unavailable so I need to look for some crack I'm afraid. I need to go through tutorials before I start building the product.
Thursday, 17 January 2008
Thursday 17. 1. 08
After the tutorial I did those changes to increase its usability:
1. I made handles for controlling the film sheets longer and thinner so they are not covering each other.
2. I draw different characters in different colours to help tested users to understand that they are different characters. (Two of the characters appear twice and all of them are just silhouettes.)
3. I have removed arrows from handles into the side (above and under) - I need to be careful when designing the digital prototype that those don't look clickable.
It was quite surprising to see how this paper prototype actually shows issues the design could suffer from and it's easy to change them just with erasing the pencil and draw-test new design. I didn't expect that it would be that helpful.
Wednesday 16. 1. 08
I agreed that I'll do paper prototype. I decided to use one of the paper rolls Jophie used to help visualize storyboard and timelines. We'll use masking for video mixing in the real time and I believe it's crucial to get these into the paper prototype too. So I decided to use film sheets with handles on the side, one per each character and draw characters in the correct positions on each film (one character = one film). This gives us opportunity to animate characters during testing. The background - street - is drawn on the quarto paper.
Tuesday, 15 January 2008
Monday 14. 1. 08
Also Shira came up with very interesting idea for project. It's very interesting concept and it took quite a lot explaining to get what she is talking about. We all really like it but it needs lots of planning and I see too many questions about it's functionality and result that it needs really think through.
Tuesday 15. 1. 08
All the team is very good, we understand each other and all like both ideas. It was quite hard to choose which idea we'll go for. At the end we decided to go for Shiras one even it's not too save but challenging. That's what we suppose to do on the course - challenge ourselves.
The tutorial with Sandra was quite good. She is excited about challenge of the idea and also she likes that she actually doesn't understand fully what we are going to do. She pointed to some problems I was previously also talking about - users point of view and understanding the project (will he get what's going on and will he be encouraged to play it?); not clear aim of the project; we need to be careful of not following the brief by not telling the story. We shouldn't shift too away from the story.
In the discussion after the tutorial we were talking about what should be our aim and how to use it within the concept. We all agree the we would like to emphasize ambiguity. But couldn't find the right way of doing it.
I have suggested two points:
One to resolve the problem with the beginning of the story for user - if we start the video-storytelling from the point of murder (the story is about murder and in our brunching narrative model of 'if' and 'if not' 'then' we will have lots of possible stories and just few of them would lead into the murder) the user will know what's going on, what the story is about and can safely play around with the possibilities.
Other to help with the aim - we were struggling with finding the way how to emphasize the ambiguity. I have suggested to write down a list of ways how is possible to use ambiguity, research definition of ambiguity and how is possible or was ambiguity used. This should help us to find the next step for the project.
I have also pointed that this research may lead us into the changing the shifting lines of the video (we have timelines of characters now, maybe it's not the correct structure, maybe we will find out that it should be shifting characters lines of time - just an example).
Even that it is not my idea I find the work on it satisfying as I like the challenge. To be really satisfied with the project I need quite a lot of input into it so I'm very glad that the team was happy with my points and solutions today.
I found interesting article about Ambiguity in the Design which can help us.
Monday, 14 January 2008
10. Project Milestones
During searching for possible interpretation of the story was interesting to find out how translation can affect the understanding of the story and its possible use. This gave us direction for our project. The multiple timelines require deep planning for shooting so good storyboarding is crucial. It would be impossible to shoot anything without deep preparation.
With my experience from previous project where there was lots to wrote a list of what to do already during the brief. I found it very helpful later on as we could start planning work from the beginning (weekend) and because it took Michele a bit long time to create full final schedule.
We were running a team blog from the beginning of the project where we were posting all the notes, files, showing progress of each person and having discussions. Also as two of us have still problems with connection to the school server this was great solution of problem how to get all needed files accessible to everyone.
There were severe things to consider before starting shooting. For evening shooting needs to be used good camera which will capture quality video and location with enough of light (which become quite problematic). For our idea of multiple layers of video we needed to have fixed position of camera which helps with compression as there are not many parts of the image constantly changing. We planned to use alpha-channels which influenced our choice of compression filter as not many of them support them.
I want to learn more actionscript and on the beginning I planned to script the project but when we decided to go for the idea of moving timelines and ‘what if…’ structure, I left this to Shira as I wouldn’t finish even a one working bit before deadline. Instead I learned a lot about usability.
It was quite surprising to see how this paper prototype actually shows issues the design could suffer from and it’s easy to change them just with erasing the pencil and draw-test new design. With each testing I get deeper under the skin of the design and looking at my own work through external eyes give me lots of freedom to do many changes and don’t feel hurt or upset. I wasn’t actually only one person designing the product; all of us were coming with suggestions and discussing them. I believe that it was great way to reduce problematic parts of the design as each person was able to spot different issues and discussion lead into good solutions.
We were modifying the product design all the way. Usability testing is irreplaceable process for design (I heard about it maybe once or twice before the course) and I learned already lots about users, their behavior and how to design 100% better than I did before. Some of my solutions for usability were considered as too ‘gamy’ or unnecessary but nearly all of them Mazy brought into the discussion during our feedback after the presentation.
To build the product we were thinking of using Flash or Director and direct coding in Quicktime. We needed to take into consideration alpha channel support, superimposing videos and interaction with individual timelines. The first choice was to use Quicktime as it’s scriptable and supports multiple video chanells together with Director which integrates well with Quicktime. But as Shira found with new version Quicktime dropped the integration features and 3rd party tools for quicktime wiring. So as there is no immediate solution for high-level interactive video at present we decided to do only demo of the product and use Flash with embedded video. This led into sluggish result as Flash cannot cope with the required calculations.
Our production techniques were Michele’s timetable to plan the production; the team blog was not only place to keep assets but also to discuss issues and ideas. We also used email to manage meetings and clarify problems which rose while we were out of collage. And of course we were meeting the most of the days at college where we were working and discussing project face to face. The team was quite relaxed; we weren’t interfering our roles but helping each other if needed. Discussions were productive. We understood the deadlines and kept with them as much as possible. I believe that if any team consists of people who participate same thinking and passions the whole process of production would be smooth, satisfying and enjoyable for everyone.
9. Group production techniques
Michele created timetable to plan the production. The team blog was not only place to keep assets but also to discuss, issues and ideas as I mentioned before. We also used email to manage meetings and clarify issues which rose while we were out of collage. And of course we were meeting the most of the days at college where we were working and discussing project face to face.
The team was quite relaxed; we weren’t interfering our roles but helping each other if needed. Discussions were productive. We understood the deadlines and kept with them as much as possible. I believe that if any team consists of people who participate same thinking and passions the whole process of production of product would be smooth, satisfying and enjoyable for everyone.
8. Software inter-relationships
During the project we were considering severe software. Idea was to complicated for use on mobile phones so Flash Light was out of play. Mock-up was done in Photoshop. As we had specific requirements to reach the result we wanted we needed to find appropriate software. We were thinking of using Flash or Director and later on also direct coding in Quicktime. We needed to take into consideration alpha channel support, superimposing videos and interaction with individual timelines. Director is much better for work with video which stays external, it’s easier to code. Flash was too complicated for coding and required importing the video. Shira spent lots of time with research trying to find the best solution.
The first choice was to use Quicktime as it’s scriptable and supports multiple video chanells together with Director which integrates well with Quicktime. But as Shira found with new version Quicktime dropped the integration features and 3rd party tools for quicktime wiring. So as there is no immediate solution for high-level interactive video at present we decided to do only demo of the product and use Flash with embedded video. This led into sluggish result as Flash cannot cope with the required calculations.
7. Debugging & modification
I wasn’t assisting the script debugging.
We were modifying the product design all the way. Usability testing is irreplaceable process for design (I heard about it maybe once or twice before the course) and I learned already lots about users, their behavior and how to design 100% better than I did before. Also I was worried of working in teams as I’ve always considered myself as an individual but the knowledge of communication within the team and managing the whole teams work or trusting the other members that they will do their part of work well and in time (so I don’t need to do everything by myself) are crucial.
Our team was very good in bringing up issues and giving their solutions that the work seemed to be very smooth. Some of my solutions for usability were considered as too ‘gamy’ or unnecessary but nearly all of them Mazy brought into the discussion during our feedback after the presentation.
6. Technical prototyping & testing
As our idea for the project was rather difficult to explain via usual paper prototype I have created version with actual rotating buttons and slide able films for each character in the story. I believe that this prototype was successful.
It was quite surprising to see how this paper prototype actually shows issues the design could suffer from and it’s easy to change them just with erasing the pencil and draw-test new design. I didn’t expect that it would be that helpful. With each testing I get deeper under the skin of the design and looking at my own work through external eyes give me lots of freedom to do many changes and don’t feel hurt or upset. I’m happy to see that the change I did was good and it’s working.
The collaboration of our team on the design was great. I wasn’t actually only one person designing the product, all of us were coming with suggestions and discussing them. I believe that it was great way to reduce problematic parts of the design as each person was able to spot different issues and discussion lead into good solutions.
There were some changes I suggested during the process. One of them was to use colours of the clothes as guide to characters and give the colour to controllers to make easy to identify which controller is for which character. I saw that it works great on the paper prototype and on the scene which is dark and characters are very small it would be very helpful. Shira was worried that it would be too ‘gamy’. I disagree with her.
After the second test I was wondering if the confusion about controllers was only technical issue or there is bigger problem. First of all I was surprised when the participant described the controller as ‘trash can’ and realized how the visual language of it changed just with 90 degrees rotation. After the interface test I became skeptical about its functionality. Other members of the team disagreed with me and said it’s only technical issue as the scrolling is not fully functional yet but I disagree. I was thinking of complete removal of the rotating controller and using double arrow buttons instead. With Shimpey’s idea of using the time code to show time movement and use of colour to identify the character on the scene with the controller and implementing close-ups when characters meet and look at each other and possibly talk to each other to emphasise our wished ambiguity I believe we would have at least 100% better product.
The second test lead by Michele and Jophie was very smooth, they learned a lot from the first test. With Shiras inputs and suggestions the tests were very successful.
5. Scripting efficiency and product optimisation
Shira did a great job. I want to learn more actionscript and on the beginning I planned to script the project as I wanted to learn something new as a designer of the project but when we decided to go for the idea of moving timelines and what if… structure, I left this to Shira as I wouldn’t finish even a one working bit before deadline. Instead I learned a lot about usability.
We didn’t finish the product fully, one reason were technical difficulties and other one not enough of time for so ambitious idea. The product was heavily coded and was going a bit ‘crazy’ during testing when users were clicking too much or holding the mouse button for too long etc. Also there weren’t included close-ups to emphasize ambiguity as we planned. The main issue was that it wasn’t possible to get the product online as it was required from the brief. There are so many issues to solve that I can’t really say that it works.
4. Compression techniques
There were severe things to consider before starting shooting. For evening shooting needs to be used good camera which will capture quality video and location with enough of light (which become quite problematic). For our idea of multiple layers of video we needed to have fixed position of camera which helps with compression as there are not many parts of the image constantly changing. We planned to use alpha-channels which influenced our choice of compression filter as not many of them support them.
3. Asset management strategies
2. Production planning & scheduling
Michele was a project manager so the most of planning was on his side. The first steps we took as a team were based on my plan – list of things in time we have to do and think about during all project. With my experience from previous project where there was lots to plan and prepare in time I was writing the list already during the brief. I found it very helpful later on as we could start planning work from the beginning (weekend) and because it took quite long time to Michele before he created full final schedule.
Plan1.doc – My first list of 'To Do'
Timetable.xls – Michele's timetable
I found Michele’s timetable not realistic, with the difficult idea we decided to go for it was more about how we would wish to progress. Also separating the work for AM and PM, just made the timetable hard to use.
Michele was leaving planning for the last minute. For example we suppose to do shooting on Saturday and just on Sunday morning we started finding out what we need to bring and who has what and what time to meet. And all just via email. I found it too late.
I would expect that this would lead into the stressful atmosphere but in our case where we really enjoyed working with each other, the project was finished in time as much as was possible for us to do.
1. Storyboarding and conceptualisation
English version: Schmar shouts at Mr Wese that he will not see Julia again. This could mean that the reason of the murder could be revenge; Julia could be other woman, not necessarily Mrs Wese.
Czech/German version: Schmar shouts at Mr Wese that Julia is waiting in vain. This is pointing to Mrs Wese who is waiting for her husband. This doesn't sound as revenge at all.
The relationship of the characters was very interesting and gave us the idea for the project. The multiple timelines require deep planning for shooting so good storyboarding is crucial. It would be impossible to shoot anything without deep preparation.
Storyboard 1

Storyboard 2


