By: Juerd Mispelblom Beyer
Tutors: Myrthe Krepel & Wim Schermer
Keywords: Exploration, awareness, Human-Machine
Design goal was to make people aware of the power usage and communicative processes of devices in their environment.
World of Machines is a persuasive game that aims to teach users about the connected processes and energy consumption of all the devices in their everyday environment – through play. In the game, the user is a collector of machines, and by finding and connecting to them, can accumulate a large inventory of them, as well as experience, which turns them into a high-level collector.
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The game has a classical pixel-game feel to it, similar to old GameBoy-like games such as Pokémon. This experience is brought back in all elements of the game: The game manual, design of the glove that is worn to play the game (the Electro-glove, which is explained later), and the user-interface and animations of the game.
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The interaction vision is like the song Kids:
Energetic,
Explorative,
A constant level of interest.