Friday, December 16, 2011

Concept Proposal

Concept Design Proposal Document + Presentation
  1. Title
    1. ThirdEye
  2. The Big Idea – your concept summarized in 5 words.
    1. Use Augmented Reality to transform the real world into a virtual world
  3. Target member – who is your core customer and WHY? How much time to spend? Technical limitations to their computer and internet connection?
    1. Young adults with interest in social networking as well as video games. Users, I imagine, could enter this world whenever they so choose by applying an AR skin over what they see when they leave the house. This could be for a few minutes or several hours. The users’ computers would need to have a camera, GPS, and compass built in and all of the computers must be able to recognize where the other users’ computers are when they are in the world. Object tracking is also a must. Because this is an AR world, it is easier to have mobile computers, laptops or smart-phones, do the hard work rather than lugging around a desktop. An optional hardware item, an AR visor, can be purchased and used to interface in the world rather than using a smart-phone or laptop.
  4. Value Proposition – what does your “target member” care about and need?
    1. The target member cares about making friends and enjoys the digital landscape. They would also have a desire to go out of the house, rather than be cooped up inside. Young adults want a way to communicate with others over the internet without needing to be stuck on a computer. They would like a more intimate connection with others, but this generation still loves technology.
  5. World Design Feature Categories (in outline format, describe each verbally in functional detail and use visual mockup examples where words fail):
    1. Self – Appearance, Expression, Communication, Connection to Others, Persona, Reputation, and Personal Abilities.
      1. Similarly to SecondLife, the user can make their avatar into anything. The only difference is that they will physically appear as that avatar in world. As the camera of User A detects User B, User B will appear as their avatar on User A’s screen. User A could then click on User B to bring up more information about User B and also a chat option. The expressions and movements of the avatars all relate to the movements and expressions of the user acting as that avatar. Special rewards, prizes, or icons could be given out in world to represent certain groups of people. Like on social networking sites, users can join groups. After joining a group, that user would receive an on-screen tag that indicates the other users in the group as they appear on-screen.
    2. Place – World Story, Navigation, Purpose, Ownership, Creativity and Expression, Impact. Verbal description and illustrate with visual design examples/mockups.
      1. The real world itself will become the basis for the virtual world. Users can pay to create and upload objects into the world. After doing so, the user attaches the object to an existing marker within the world. This could mean attaching it to the ground, a building, or any other non-mobile piece of the environment. Once an item has been attached it can be viewed by everyone, though the creator remains the owner of the object. Objects will remain permanently attached for one calendar year before being cleared away to make space for new creations. Creators have the option of clearing an object they created and attached at any time. Any uploaded objects are automatically saved into the user’s inventory for use wherever. Users navigate the space by moving their camera to change what they are viewing and can move their actual avatar by physically moving themselves. Any user can create a 2D or 3D object to insert into the landscape. They can also comment on others’ objects throughout the world.
    3. Purpose – Express, Connect, Create, Shop, Play, Explore, Learn, Socialize, Make Money, etc. Describe in detail - must relate very directly to the target.
      1. The purpose of this world is to connect people in the real world through augmented reality and an imposed virtual world. Users will be able to physically interact with other avatars in game, and therefore, in real life as well. It will also provide a convenient conversation starter; users can talk to each other through the world or in RL about avatars or cool objects that are in the area. Users are also welcome to create anything they can imagine in digital space and attach it to the environment for other to see. Creators could potentially earn money for their work when users want to take a copy for themselves. For a little in-game money, users can decorate the world with their favorite digital objects; objects purchased in this manner would only be viewable to the user that purchased the object.
    4. Fun Things To Do – Imagine, Games, Vehicles, Learn, Sports, Pets, Quests, Movies, Invent, etc. Verbal description and illustrate with visual design mockups.
      1. Users could have sort of digital geo-caching experience by travelling around to various parts of the world to see the many different created objects. Users, in theory, could create any sort of 2D, 3D, interactive, moving, or animated objects that would allow the users to choose how they would like to be entertained. Parks could be setup for an augmented reality medieval reenactment for a day. A user could play a movie on the side of a building so anyone could watch it. Anything that a user could potentially make in the digital world could become part of the augmented world.
    5. Society – Rules, Economy, Government, Judicial System, Safety System
      1. Before attaching publicly viewable objects, they would be approved by a moderator for decency. The objects would then be sorted by a maturity rating. Provocative images and objects could be displayed for those who are adults, while parental controls of some sort could be placed on anyone under a certain age. This would allow users to not be limited completely by restrictions while protecting the youth from disturbing or immoral images. There would be an in-world currency that users could use to pay to attach objects to the world. They could also purchase copies of their favorite objects for their own personal viewing pleasure.
  6. World Design Plan – Visual Designs (minimally detailed sketches, maximally finished prototype illustrations). Depending on your concept, provide map, at least two example location designs, diagram of locations and relations to each other, examples of building design, object design, general avatar look, etc.
  7. Interface Components – In-world and HUD Graphical User Interface (e.g. menus, etc). Text descriptions, sketches and/or prototype illustrations, sketches showing operation of GUI components, etc. For In-World applications, also provide detailed flow-charts showing how it works.
  8. Out-World Components – Identify, describe, and offer at least 2 sample design sketches for the Web-based companion-components to your virtual world, e.g. web site, member forum, member wiki, special interest groups, social event scheduling and notification, reputation-ranking, etc. How will all this be structured, accessed, and what is the look and feel of its overall design?
  9. Research – Include all background research you did in developing this concept design (Text and images). What other virtual worlds/games were examined and what lessons (inspirational, contrasting, negative examples) were learned from them? What readings and websites did you access and what did those contribute?

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