Tuesday, October 30, 2012

Personal Introduction Video

Answer these questions:
   * Why did you choose the tool (Voki or Xtranormal) to create your personal introduction video?
   * Share three positives of using your tool and three challenges you had.
I chose to use Xtranormal because I thought that it would be really cool to have an old person talk about me. I just thought that I could do a lot with this tool.
Three positives during the making of this video are when I picked my character, my background, and picked what to say. Those were really hard to choose. Three challenges were when I picked between Xtranormal and Voki, figuring out how to use Xtranormal, and thinking of what I should do.


Historical Figurez Movie
by: 19HasanA

Tuesday, October 16, 2012

Game Design with Gamestar Mechanic

  • Describe what you were trying to achieve. What was the challenge? What makes it fun?
  • How did you balance the five elements (Space, Components, Mechanics, Goals, and Rules) of game design? 
  • How could your game be improved? 
I was trying to create a game that would be fun for everyone to play. Not too hard, not too easy. The goal is to collect all the points. Pretty simple. But when I add all the chasers in there, it's a bit challenging. And that's when the game puts you into a mode where you HAVE to beat it. My components were fine: I gave a lot of space, I put the blocks to stop you from going in and out, the game also required thinking, the goal was to get all the points, and basically you have to survive until you collect all the points. 
Maybe, I could make my game more challenging. I don't think it was on the challenging side.

https://gamestarmechanic.com/game/shared/78197/f8d0f382fe89cd46a83a1a3c23a3c148


Tuesday, October 9, 2012

Design Thinking Reflection - Redesigning Gift Giving Experience

Define Problem Statement: Tiffany needs a way to wait until Christmas but Christmas is a long time away; she is going to have to wait a long time.
What was it like showing unfinished work to another person?
I learned a lesson, always give FINISHED work, NOT UNFINISHED. Unfinished work is not as much useful as finished work.
Design thinking is an iterative, self-directed process. Based on what you learned -- what would you go back and do next? What would you do over again?
Judging from my feedback that I got, I would look at my feedback and understand it. Then,  judging from my feedback, I would create a new prototype.