"HIGH FIVE" is a game device that can be played by six people. Each person will have to choose a hand and high five with it. Only one person's high five can trrigger the clapping sound effect and he will become the high five king(the winner) for the game.
Context & Significance
High Five!!! is a game device that can be played by six people. It is meant to be created human-centric and physically and emotionally interactive with the users. Each person will have to choose a hand and high five with it. Only one person's high five can trrigger the clapping sound effect and he will become the high five king for the game. This project in fact is beyond what I did for my previous project because last time we only displays the interaction between the product and the user using the product. However, "High Five!!!" also stimulate the interactions between multi-users who are playing with the product, which, in other terms, means that our product supports multiple users and those users can not only interacting with the product but can interact with each other as well.
In the beginning, we are inspired by a project named "Beetbox" which is a simple instrument that allows users to play drum beats by touching actual beets.
Firstly, this demonstrates the interaction between the device and human beings because people need to touch the beets. Also, the users can make the music with the beets and the music will trigger the emotional response of the users. One of the most impressive points about this project is that it leaves "spaces" for users to explore. What I mean by "space" here is that users can make their own lyrics by touching different beets. Everyone's interaction and experience are unique so they hardly get bored of playing the "beetbox". Inspired by this project, our project also intends to create different user experiences every time the users interact with the product.
The second project we are referring to is the crocodile teeth toy:
One interesting point we noticed about this project is that it does not only involve the interaction between the user and the crocodile teeth toy itself, but also interactions between multiple users. There is only one person who will get "bite" by pressing the chosen tooth so it sort of creates an anxious and exciting vibe among people playing. Even the one who is pressing tooth is not them, it will still triggering their anxiety, which, in my perspective, is an emotional interaction. Therefore, in our project, I also add this element of "multi-players" and "uncertainty" by randomly generating one winner every round so that the experience would be more fun.
Conception & Designs
As our title points out, we intend to let the user "high five" with the hands-on the board. Therefore, we intentionally cut the wood board into the shape of a hand to stimulate the users to do the "high five".
To make the whole product more like a multi-people game interface, we put six hands in a circle on a big board and name them with numbers. In this way, people can easily get to know that they need six players and each should choose a hand and stand in front of their chosen hand.
Also, in our design, when the player taps "the chosen hand"(The program will randomly generate one winner hand each round), it will play the hand-clapping effect. This decision is made on our observation that people are auditorily sensitive as well as visually and physically. Music can easily trigger the emotions of people. If we can play a sound effect related to our theme(here is "handclapping" which is cheerful and happy), the delight of winning the game would be amplified at the end. Also, by playing the sound effect, we can know whether the user successfully triggers the sensor(sometimes it is not very sensitive). Under this condition, the sound effect is an indication of sensors successfully detecting the users' actions. Therefore, the decision of adding sound can improve the experience of both users and our designers.
In the beginning, we simply planned to play the sound with a buzzer. However, later at the user-testing session, we found out that the sound is not loud enough: many people can't even hear it in a relatively noisy environment. Also, the buzzer only supports playing notes. To play a more complicated sound effect, we ended up switching to a DF MP3 player.
Also, we use a very special fabric, cotton, in our production. We pasted some cotton under the hand to prop it up. With the cotton at the bottom, it can give users a more real experience of clap the hand.
Fabrication & Production
At the beginning of our production, we actually not intended to create a random draw device. Instead, we wished to create a musical instrument product similar to the "beetbox".
So each hand represents a note and people can clap the hand to make their own lyric. However, we received a few comments during the user-testing session:
The direction of the hand makes the user fail to clap some hands according to the shape. Also, with the column at the middle, it is difficult for people to clap the hands behind.
The sound effect is a bit cliche: it is just a "hand-clapping version" of the piano instrument. Also, the sound has no relation with the "hive-five" shape.
The sound is too small. We need to amplify the sound.
it might be more interactive to play this device with multiple people.
With all the comments and suggestions and the inspiration from the "crocodile teeth toy", we modified our project and made a new version that supports multiple users and have the sound effect highly related to our fabrication.
So here is the mechanism of our project:
There would be six or fewer than six players(more than one). Each player need to choose one hand and clap with the hand one by one. Before they clap the hand, the computer will randomly generate one winner hand among six hands. If they clap with the wrong hand, the mp3 player will play a "wrong pick sound effect", but if they clap with the computer chosen hand, it will play the hand-clapping sound effect:
In conclusion, our project "High Five" demonstrates my understanding of "interaction" as human-centric and physically and emotionally responsive. This is because it involves multiple interactions like people v.s. device and people v.s. people. Also, with our deliberate design of fabrication and sound effect, it stimulates not only the physical reactions but also the emotional reaction of users. The happiness of the one who wins the game would be amplified after hearing the hand-clapping sound effect. Also, involving more than one person enables people to play the game with their friend and thus triggers more emotional responses between each other: such as anxiety or excitement while playing the game (hope to be the one pick the lucky draw).
Through this project, I hope to present a deeper understanding about interaction: an excellent interactive project should consider the human's need as the foundations and develop complicated interactions - more than one type of interaction is better - that can stimulate the responses of users not only physically but also emotionally.