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Ball Catcher: A User Study



Ball Catcher is an augmented reality (AR) game that allows users to play, connect, and cooperate in real-time from remote locations. The game focuses on enabling users to interact with each other in a synchronous manner via real-time collaborative tasks and environment manipulation strategies. Users can interact with each other as well as with the game’s environment. The game environment also alters in response to the actions of the players. This research aims to study player-player and player-game interactions in AR environments. The research involved extensive requirement gathering, ideation and prototyping processes. Ball Catcher introduces novel interactions which can be suitable for users to interact in remote AR environments. Our research for designing a remote synchronous multiplayer AR game will benefit the game designers and researchers who seek to provide players with an experience of live collaboration in a remote AR setting.


The project was awarded the opportunity to be presented at India HCI'21 Conference. The full research report can be found here.


Methodology

We followed an iterative approach using the Double Diamond framework to plan our research and model our prototype. In the first fundamental phase, i.e Discover, we built an understanding of the problem we were tar- geting through survey, semi-structured and contextual interviews. In the next phase, De- fine, we analyzed the gathered insights from the Discover phase and better defined our key challenges. We moved to the next diamond and started with the Development phase. We diverged from our problem by ideating ex- haustively. Finally, we converge, moving to the Deliver phase in which we built our appli- cation prototype and went through the user evaluation process. Participants involved in every process were recruited using purposive sampling. Studies were conducted among the age group of 13-24 years. We focused on this demographic because teenagers and young adults are the primary players of casual games. Prior consent was taken from all the participants to record their responses (in case of surveys) and interactions (in case of user interviews and evaluations). Assent was taken from minor participants along with parental consent.


Output

We followed an iterative prototyping process. Initially, a low fidelity prototype helped us in exploring our ideas rapidly. Post the pilot process, a high fidelity programmed prototype was ideated and developed.


For our low fidelity prototype, we followed a user-driven prototyping process for idea demonstration to maximise the input of the players while designing. Idea demonstration was achieved via animations, altering gameplay videos of existing games & storyboards. We piloted our prototype with 8 players (Male=5, Female=3) with a median age of 20 years. Half of the participants were regular video game players, while the other half were only occasional players. None of the participants had participated in any of the previous processes. This exercise yielded two major results. First, the participants felt that it was interesting to work synchronously and score greater points for collaborative tasks because it requires more communication effort as compared to an individual task. Second, players got excited by the idea of making changes to the game rules to make the opposing team’s game difficult and inspire competition. This was positive evidence for us. Low-fidelity prototyping provided a solid foundation for our programmed prototype.


Mid-Fi: Unlocking special communication features as power-ups

Mid-Fi: Role switching among the players

Mid-Fi: Synchronous multiplayer interaction

Mid-Fi: Manipulation of game-play elements



Evaluation and Learnings

For evaluation of the final prototype, we conducted a hands-on think out loud session with 5 participants (Male=4, Female=1) with a median age of 20. The players found the onboarding process simple and quick. The players’ excitement was heightened when the environment manipulation features like the ability to throw score-balls and even other players off the play area were activated. Even though three out of five participants had never played AR games before, they were able to get started in a few tries due to the use of conventional input methods like touch-based joysticks. However, because of the lack of unique levels, participants felt the game was repetitive after the first go.


With the first iteration, many users suggested that the floor of the game interfered with the gameplay, so the patterned floor was replaced with a plain grass-like floor in the next iteration. This improved the ability of players to focus better on tangible game elements. Players who had no prior experience with AR games found the avatar’s abrupt fall from the game floor to be overwhelming. To address this issue, walls were added around the playable area, which can be removed when the game environment is altered and the user becomes aware of it. While the environment manipulation strategies were enjoyable for newbie players, in some scenarios it made the game feel unfair to play. This should be balanced in future iterations.


Conclusion

Ball Catcher’s novel gameplay offers a unique opportunity for remote live collaboration in AR. Users can interact with one another as well as with the game’s environment. Participants in the game can work together to complete certain tasks. The game environment also changes in response to the actions of the players. Our contribution includes research and development of a game that

  • Allows players in remote environments to interact synchronously using AR.

  • Collaborate and perform real-time tasks together.

  • Experience player induced in-game environment manipulations.

Ball Catcher is designed in a unique manner to aid people in remote areas, experience togetherness without any need for specialized equipment. This design and research process may benefit the game designers and researchers who seek to provide players with an experience of live collaboration and explore in-game environment manipulation strategies in a multiplayer remote AR setting.

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