Effects of C02 on people, and how to visualise this in the game
My last post got me thinking about how to represent the user dieing. Lots of games have visual clues that a user is dieing/failing task etc, though I can mostly only think of first person shooters. (Pictures bellow) Some games have other methods, like guitar hero (as discussed in the last post) has a bar showing how well your doing, and if you fail you are boo'd of stage. In the burnout series of games, your car is shown to be getting more and more destroyed. In Grand Theft Auto the screen fades to black and white as the character is sprawled across the floor.

Here the player in doom is show to have ill health

Blood and dirt on the screen in Modern Warfare 2
Since this is a common gaming technique I thought about what should happen in my game? Clearly the bleeding character or blood on the screen would not be suitable for my younger players. There is a lot of evidence of video games effecting children badly, and i certainly don't want to reduce my children to tears, just teach them something.
I also thought it important to make the game as realistic as possible. There's no point having fairies floating around telling you that you've died. I first tried looking into the effects of rising CO2 levels on humans, which is called Hypercapnia. This Thread on Google Answers (I didn't even know they had an answers system!) and the article on wikipedia contained lots of useful information. Ive listed some effects bellow:
- lowers the shivering threshold and increases core cooling rate
- Effects Diaphragmatic Function - Harder to breath, became tired easier
- Acidosis (Acid in the Blood) Serious and sometimes fatal
- Headache, Nausea and Visual Disturbances
- "In 1986, volcanic Lake Nyos erupted huge quantities of CO2, resulting in the deaths of approximately 1800 people and thousands of livestock up to 25 km away."
- flushed skin
- Extrasystoles
- muscle twitches
- hand flaps
- reduced neural activity
- raised blood pressure.
Studies also showed that these would only happen when CO2 was at 15,000 ppm, or 40 times the current levels, which gives me some suggestion of when these things should start taking place in the game.
During my research I discovered the article Does Easy Do It? Children, Games, and Learning By Seymour Papert, a living legend in computer science and learning. Lego even named the Mindstorms system after one of his books.
The article most talks about games aimed at learning, as opposed to informing which is the main aim of my game. Though the two are similar, there are differences (as far as i see it). There is some good advice to take from the article though, including this quote I'd like to share:
"Frankly, I think that it is downright immoral to trick children into learning and doing math when they think they are just playing an innocent game. To make the situation worse (as if anything can be worse than lying to children), the deception does not achieve any purpose, since cooperative learners who know what they are doing will learn far better than children who go mindlessly through the motions of learning."
All this has left me with an awful lot to think about, and a lot more to read. Hopefully I can start getting some solid ideas down on paper soon.
Refined Percentage Display
My rather talented girlfriend surggested an idea for my final design. Giving a bit of colour feedback within the percentage display, so the user can see how there doing in a quick glance.
I liked the idea and decided to persue it further. I immediately thought of Guitar Hero, which has a similar system for telling you how well you are doing.
The bar on the left of each track in the above screenshot shows how well a player is doing. Here they use 3 sections Green if your doing well, yellow if your average and red if your doing really rather poor.
I've plumped for a similer system. Since we're doing it in percentage of Co2 in the atmosphere, it made sense to do 4 colours, one for every 25% section.
- 0 - 25% Green
- 26 - 50% Yellow
- 51 - 75% Orange
- 76% - 100% Red
And here's all 4 colours from the design.
This got me into thinking about how to show the user dieing. As in the game the CO2 will kill you in the end. I think more research is required.
Continued Research
Designing Glanceable Peripheral Displays
http://www.eecs.berkeley.edu/Pubs/TechRpts/2006/EECS-2006-113.htm
- Useful for some background information
- Not really convinced I want my installation to have a high glancability, want to encourage users to stay with it, interact etc
- Covers some good design princibles however, that might entice users to my installation in the first place, and I need to work out how to keep them there.
The Change in Carbon Emissions
http://www.good.is/post/transparency-the-change-in-carbon-emissions/
- Interesting Info Graphic on the percentage increase or decrease of CO2 emissions between 06 and 07
- Has some facts and figures.
- More of interest than anything else
Interesting, Easy, Beautiful, True?
http://www.informationisbeautiful.net/2009/interesting-easy-beautiful-true/
- Information – Interesting and have Integrity
- Design needs Form and Function
- Getting two of these makes something expectable not great
- Getting 3 just seems to fail
- Getting all 4 will be key
- Overall a useful guide to look at

More Artistic Direction Inspiration
Just a quick update as work continues on my project, and the rest of my uni tasks. Have my first tutor meeting on Friday which should be good. Quite looking forward to it, as I have quite a few questions for Dan at this stage of the project.

Ive just discovered the work of Simon Page and in particular his posters for the International Year of Astronomy. I really like the old looking style, similar to the Mark Weaver work I've shared previously. The use of bold colours is really stunning as well, and something I would like to use in my project. The minimalism of his work is also striking, but I don't think that is something I would be able to include in my project.
Preliminary Research Results [UPDATED]
Yesterday I started some serious research into my Digital Media Project. I sat though and read the blog posts and I had found online. Bellow are the notes I made so far. I'll probably add another post soon with my continued efforts into research, and another summign up some conclusions.
How Might We Visualize Data in More Effective and Inspiring Ways?
http://www.good.is/post/how-might-we-visualize-data-in-more- effective-and-inspiring-ways/
- Every Visualisation should tell a story
- However often have limited time, so gist of story needs to be picked up right away
- What is that visualisations glanceability (http://www.eecs.berkeley.edu/Pubs/TechRpts/2006/EECS-2006-113.html)
- Displaying too many numbers is overwhelming,
- Don’t avoid altogether
- the story of visualizations should unfold as one reads into them.
- Lots of links to follow on this one – read up!
Fact and Fiction (and How to Tell the Difference) in Data Visualization
http://www.good.is/post/fact-and-fiction-and-how-to-tell-the-difference-in-data-visualization/
- ”When we introduce impact data to pictures, we tap into a deeply-rooted way humans understand the world, and we can inspire action—which is ultimately the point of measuring impact.”
- without a factual key or other clear guide that makes the image self-explanatory, data visualization can obscure understanding
- visualisations are often miss leading graphs can look massive, but only show a 0.8% gain (example)
The Use of Abstraction and Motion in the Design of Social Interfaces
http://bilgemutlu.com/wp-content/pubs/Mutlu_DIS06a.pdf
- Useful for ideas on how I expect users to interact with my installation, types of emotional response, future scoping
Toward a Deeper Understanding of the Role of Interaction in Information Visualization
Soo YI, J. Kang, Y, Stasko J, Jacko J (2007) Georgia Institute of Technology.
- Will be useful for defining the interaction my users will have with installation, using the Taxonomies of low level interaction techniques. Might also give me some ideas on new/refined features from my proposal
- Using the different category’s of interaction, I can see that the webcam element of my interaction is just really a bit of fun, and that the users ability to change the year and other settings will be just as important.

