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March 2006

Team member roles:
Madhur — program; design input
Judy — research; content writing; design input
Maryann — design; content and program input

Judy's Additions

My idea is to have two menus that the user can choose from. One represents location/cultural factors and the other the personality/character which can be directly pulled from the case studies. A plus to doing this is that it folds in nearly all the information we have discussed. One obvious drawback is that it combines 'cultural' factors with 'regional' factors thus perhaps not making each difference as nuanced. However, I argue in favor of this because, on the whole, each of these factors are significantly 'smaller' in measurable importance when compared to more obvious issues like publications, teaching. The idea, really, is to relate each of these 'cultural/regional' factors to increased values in the other categories (i.e. teaching publication, etc.).

Consider:

Mike is a liberal arts professor at a small Christian college. Because this cultural issue is small but crucial, it is folded into the issue of personal. Instead of personal = likabilityFactor x teachingQuality, it now equals (likebilityFactor x teachingQuality) x culturalFactor or something like this. Thus it has more of an effect, and a particular threshold will have to be crossed in order to succeed in that particular section of the game.

I think offering a user the ability to 'choose' who they are and where they are to a certain extent will offer enough autonomy to the user while still allowing us to built in certain things behind the scenes. It also potentially helps us manage content. For example, we don't need every single combination of possible cultural factors. One could choose from an urban, research institute, a rural liberal arts school, a small-town religious school, and a women's college. Behind the scenes, new thresholds are programmed in, depending on what the user chooses, cultural factor-wise.

Game Design

I think it would be interesting to approach the game from a top-down, 2d world approach. Once the user selects their 'character' and 'cultural factor', the user starts perhaps 'on campus' at some icon that represents that. Using the mouse, and or arrow keys, the 'walk' somewhere else, perhaps to the 'student center'. I'm envisioning the map being the same for all 'campuses.' To differentiate between the campuses, certain areas will or will not be locked. For instance, at the research institution, maybe it's not an option to go to the student center because why would you want to interact with students? To drive this point home, it is important to provide "student center -- where you go to interact with students' somewhere before user actually chooses it. Perhaps just using point-and-click mouse actions vs. mousing over is best for this after all. Well, a minor point. As the user moves within the campus, and stumbles across open areas, a question is posed, a user decision made, points added or subtracted and this scale shown on screen, and some sort of "CV percentage done correctly" icon is also shown. I think it would be doubly helpful to give users the ability to toggle between playing the game and reading the CV as it comes together, or rather doesn't, if that's the case. After decisions are made, the animations could then be played, assuming they were very short. If gameplay does last a while, animations played could be purely randomized.

My idea hinges on the concept of tying important factors to physical locations, posing questions to the user, providing visuals of points added subtracted, and toggling to the cv as it's complete.

Maryann's feedback

The computational design is a sound one, but I think the implementation idea has already been done in Navigating Your Career. The only differences are that this drills down into a campus map (instead of the world at large), and multiple questions are always available from which the user can choose (instead of several red dots randomly placed). And the cumulative feedback is in the form of a cv instead of abstract scoring boxes.

I'd like to see a totally different approach that really allows the user to see information (much of which has already been presented in the other modules) in a different light. Since the end product (a well-crafted cv) is very individualistic, it makes sense to make the representation of the subject/object equally personalized. If not a customizable jigsaw puzzle, then some other game metaphor with a new dimensionality added.

Also, I think it is crucial to include ways to tie this game to the body of research that is already available (the bibliography), as well as introducing new data. This body of research is large and rich, and only partially tapped by users depending on how much time they have to play the modules, which modules they access, how soon they get bored, etc.


Judy Additional Ideas Regarding Prototype

As far as visual representations, my prototype is very simple. However, I was thinking it might be interesting to have an office as a visual metaphor. A bookcase might represent publications, and a book is 'added' to represent each publication. This eliminates the need for 'scores' and might be more visually interesting for the player. Additionally, the animations would still be part of the game, I just did not implement this or give it a playholder in this prototype.

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