Minor Project


Teoh Hoong Boon (Julius) | 0338478
Minor Project
Petrosains - Future Energy



Module Info





Introduction

This module essentially tasks us to familiarize ourselves without the project management workflow. We were also assigned to collaborate with students from the computing science school. Each group would be working for a client who had a specific project in mind that addresses a ongoing problem. My group consists of Zoe, Joseph, Yu Hui, Nur Sabri and myself. Our client was Petrosains, a local science education exhibition centre, and we were tasked with addressing the issue of the ongoing Covid-19 pandemic affecting their foot traffic and to create an online learning environment for their primary to high school demographic so they may experience the exhibits from the safety of their homes.

For the first week we were also given an exercise with the following questions.

1. Please describe what is Design Innovation based on the article "What is Design Innovation? by Alex Obenauer". Please cite some examples to elaborate your observations.

Design Innovation can be considered to be both an answer to the desire for something better and to innovate on what already exists. It is idea that stems from the concept of coming up with something better than what we have to better our lifestyles, even if initially it may seem foreign and queer.

A good example of this is the ever developing concept of virtual reality gear. In its infancy, virtual reality was considered sci-fi and even its first few iterations were jarring and clunky with the user chained in place by wires. Several year later and the virtual reality headset has been vastly improved upon in both functionality and aesthetic. Gone are the days of essentially sticking a monitor to your face and being bound in place by wires. Nowadays virtual reality headsets boast wireless functionality, free movement, and portability.


2. Please watch this documentary about Design Disruptors and write a short essay about what are Design Disruptors with cited examples. Video 1 | Video 2

Design Disruptors can be described as designers who's choices can seemingly go against the established norm, sometimes paving the way for a new norm. They not only think out of the box but also sometimes break down the box entirely in the name of creating new ideas.

In an era where it is so easy to simply follow after the designs of someone else simply because its what everyone is doing, being a Design Disruptor essentially means going off the beaten path in search of a better alternative or simpler method. The key point being to get to the same point but faster or more efficiently in a manner that can be accessible to everyone. To ease the experience for the end user by inviting them to step out of conformity.




Client Brief(Future Energy)


 

Solar Energy



Hydroelectric Energy




- Week 1 - 

Feedback

Confirm with computing team as to the requirements of the client and if there are any design aspects to the project.

Reflection

My previous team managed to get in touch with our computing science side. We started discussing and planning how to execute the project but a certain complication popped up that deviated the planning. Due to the technical nature of the project as well as some lack of information in the beginning, it soon occurred that the client did not have any design aspect to their project. Hence my group was disbanded and I was relocated to this group.


- Week 2 - 

Feedback

Begin research on the topic of future energy and begin considering ideas while waiting for content from Petrosains.

Reflection

After getting to know my new teammates and the new topic at hand, we were instructed to research the material of Solar and Hydroelectric Energy while waiting for content and information from the client. The difficult part about this was definitely trying to guess what aspect of the topic the client was going to require of us as solar and hydroelectricity operate on many scientific principles.



- Week 3 - 

Feedback

Continue to research while waiting for content from client. 

Reflection

Curiously, despite being told that we would get the information and proper brief within the next few days after the initial briefing call, we are here the next week with no information received. The computing science team is hoping we got something but all we have for now are rough ideas and estimations based on research from the web.


- Week 4 - 

Feedback

Need to aim for a mock presentation of the interactive learning apps that will be built for the week 6 presentation. 

Flow of production:
- Decide the type of game or interactive learning application (must be supported by        moodboards)
- Design the flowchart (Information Architecture - IA)
- Design the UI/Wireframes
- Design the intended final visual of key interfaces (Art Direction)
- Design a few key interactive activities that shows the strongest features of your games or interactive apps

Reflection

There was a tad misunderstanding between the design and computing science team on what we were doing for the project and what was expected of us this semester. Partly due to the computing science team having this project span across two semesters while we only had it for one. After a meeting to iron things out, we worked on roughing out potential ideas for an educational interactive game not unlike the flash games of some websites.



- Week 5 - 

Feedback

A story has been developed to combine both the projects of Solar Energy and Hydroelectricity. The interactive story flow is also designed and is pragmatic to be completed by the end of the semester. The focus for both implementations are screen-based, hosted as virtual kiosks or screens in the Virtual Science Centre. However, considerations are made to use the virtuals space as the expanded implementation by utilizing 3D models that could be interacted with. The screen-based design is currently aimed for the 2D-Platformer game design but this idea would need to be verified by the computing side in terms of their capability to produce it.

Need to produce:
- Art Direction (typefaces, color palette, character design, environment design, UI/HUD design)
- The confirmed game flowchart as a 2D Platformer Game with the proposed story embedded within
- Draft visuals of as many level design art as possible
- Draft visuals of the 3D virtual installations if decided to proceed for the VIrtual Science Centre space

Reflection

At last, the content has finally arrived, and it is underwhelming to say the least. The content essentially consists of powerpoints on the principles behind solar and hydroelectric energy and … only that. No information on exhibits so we had no clue what they would usually display or how to visualize it. It also does not help that, upon further examination, we found some of the information to be lacking key aspects or points, leading some of us to be utterly confused and scratching our heads at what some parts meant all because a part of the energy conversion equation was left out. As such we had to improvise and come up with our own ideas to make it in time for presentation. Coming up with an interesting depiction of scientific information is going to be a challenge to say the least.





- Week 6 - 

Feedback

The new combined interactive animations of solar panels and the hydroelectricity station us lopsided in favor of the solar panels. The story needs to be of equal emphasis for both topics. Therefore, a short extension at the ending is required to lengthen and focus on how the hydroelectricity station generates power for the town. The story’s setting is also tweaked to start with the one robot that works to power up the rest of the robot workers in the hydro plant that is in need of repairs. Users will use solar panels to generate power to bring the other robots to live one at a time through interactive navigations. When all the robots are back to life, they help gather the parts that are needed to repair the hydro station. When all parts are found, the sun has already set and there’s no more solar power to get the hypro station started again. As the robots repaired the hydro station with the missing parts, the user will be shown how electricity produced front the hydro stations is used to power up the town.

The medieval water wheel will need to be replaced by more relevant and modern renewable energy equipment and could extend beyond water and solar sources such as wind. The virtual space should also match the visual styling of the actual gallery.

- Rewrite the interactive animation story
- To confirm on the scope of the prototype
- Prepare the complete list of assets needed for the prototype development
- Confirm on the pixel art style’s count for foreground, middle ground and background objects as a low count will lose definition.

Reflection

Presentation happened and fortunately for us, the board was liking the ideas we had in mind. As we were unsure of how applicable our ideas were, it was a relief for them to be okay with the narrative and art direction we were going for. The only side note is that I wished they could have given a tad more direction as to any expectations or requirements they had. Nonetheless, onwards and upwards.

 
Slides for pitch presentation.

- Week 7 - 

Feedback

The animation story has not been rewritten to completion. The scope of interactive options for the prototype has not been confirmed yet. The Gantt Chart has been prepared but no one has been assigned yet to all the tasks. Also, this chart will change depending on the prototype’s interactive options. Therefore, it is crucial to confirm the prototype’s interactive options immediately. The art style is still being considered between pixel art and vector art that is stylized.

- Rewrite the interactive animation story immediately
- To confirm on the scope of the prototype immediately
- Prepare the complete list of assets needed for the prototype development immediately 
- Confirm on the pixel art style or stylized vector art direction immediately (Vector to Pixel Edges)
- Confirm on the 3D assets needed for Unity virtual space with the information panels

Reflection

During the presentation last week, the client had mentioned that they would try to invite a couple people from each group to visit the locale to hopefully get more information and ideas. Since at the time it did not seem like a concrete thing, I just left it at the back of my mind, especially since the ongoing CoronaVirus pandemic made it seem very unlikely. Imagine my surprise then when the information for the visit comes the night before the visit itself and due to the lockdown situation at the time that restricted travel between states and countries, literally almost the entire team could not make it. Since I lived nearest to KL, I volunteered and went with team leader Zoe. The visit was a whole other thing on its own. Our specific segment of the showcase was definitely the most underwhelming. When we did research online to see if we could see what the actual exhibit was like to get some ideas we found nothing but a section with a couple of monitors, which confused us. Now we know why, that is literally all there is for the Future Energy segment. Funnily enough we had to glean ideas from other exhibits so we did not go back empty handed. 

As for the project itself, since I had started making assets sprites for the game to be shown for the presentation I was appointed to continue refining it with the feedback from Mr Mike in mind.











- Week 8 - 

Feedback

UI or screen designs need to be shown next which includes all the HUD and UI elements. Since only 1 of the levels will be fully interactive, the remaining 3 levels would need to be animated as simulation/mockups. All of the relevant vector assets with pixelated edges need to be prepared for the Level 1 game development in Unity. Use the reference below as a guide for production preparation.

As for the 3 other levels which are simulated animations/mockups, production will be via animation pipeline. Latest confirmation from the Computing Team states that they will not be producing any interactive features for the Unity 3D space but just player-approach activation of pop-up text screens. The full interactive features will only be done next semester in Capstone 2.

- Screen designs need to be completed for approval
- Upon approval of screen designs, prepare game assets (sprites) for the Unity game development by Computing Team
- Upon approval of screen designs, also prepare for animation production of the simulated/mockup levels which are not interactive
- Prepare the confirmed list of 3D models to be used for the 3D Gallery

Reflection

Distressing is a word that is synonymous with this module. It has come to our attention that any part of the project that is not in at least prototype condition needs to be animated to be showcased. This throws a wrench in our plans as we were under the impression that we only needed to prototype the segment that the computer science team needed to code while making just the assets for the other parts. Joy.






- Week 9 - 

Feedback

- Amended screen design for approval
- Amended level design of 2D game

Reflection

Business as usual this week. Mr Mike commented about pixel count needing to be consistent for the assets so they would fit into the overall aesthetic we were going for. After sharing the pixel template I was using, I was also enlisted to help out in making the environment scenes for the other levels.



- Week 10 - 

Feedback

-

Reflection


Nothing much to report this week. Just keeping our heads down and working away at the project.







- Week 11 - 

Feedback

Need to produce the landing home screen for the interactive component. Should emphasize the teaching and information sharing purpose for the 10-18 year olds about renewable energy. Need to maintain the same art direction for all the screen designs.

- Show a few screen design proposals and the relevant information to be taught
- Update and confirm on each 3D exhibit’s information type or format (information panels, or video as downloaded from YouTube etc.)

Reflection

Another wrench was thrown into our plans this week. Turns out we aren’t explaining the facts about solar and hydroelectric energy enough. Mr Mike suggested altering the narrative to include NPCs that explain it in our 2D game but we decided on a infographic based method for both the 3D space and 2D game. The idea being to use a detailed version for the 3D space and a more summarised version for the game. I was appointed to work on the hydroelectric part.



- Week 12 - 

Feedback


Reflection

The annoying bit about making the infographics is definitely having to come up with new visuals for the graphics and making it look clean and concise. We could reuse the assets done for the game but due to the difference in color mood, it often comes down to making new ones.


   


- Week 13 - 

Feedback

To get the prototype from IT team on Tuesday. The information panel screen should be designed and shown next Friday for review and the animation should start from Level 4 since the likelihood of it being interactive is quite slim.

Screen designs need to be revised on the brightness contrast controls for the factory background so that the light rays and all the other foreground elements will pop. The 3D kiosks screen design needs to be tested in Unity to set the proper size with optimized file sizes and also design the interactive buttons to control the visuals and videos. Make sure that the infographics are properly adapted for screen viewing with sequential design considerations

Reflection

A recurring comment has come back to haunt me, pixel count consistency. This time in the infographic since we went with the same art direction for synergy with the game. This is especially annoying as the reason this came up again was because the one asset I reused from the game happened to look “nicer”. Hence I removed and made another one. I also decided to go through the entire infographic and redo any aspect that has the potential to have the same problem to prevent this problem from resurfacing. Because heaven knows I don't have the time to amend it.













- Week 14 - 

Feedback

- The animation progression looks fine but the timing for the text might be too fast for the audience.
- Computing team has not completed the level 1 interactive prototype as agreed and have not confirmed when. Deadline is Sunday for this level 1 prototype. The rest of the levels will be animation simulations. The Unity 3D space models need to be sent over by today the latest for compilation.

Reflection


We’ve finally settled all that we can account for this part of the project. Now we just have to wait for the presentation date which is yet to be confirmed. For the most part though, this module should be done...hopefully. 

While this module has certainly taught me a few more things about project management, it has had more than its fair share of frustrations. The most prevalent issue being miscommunications. Whether it be from the client or from within our group itself, it is the one thing that keeps coming up to bite our metaphorical behinds. Second to which is disappointment from false promises and let downs. I understand that no project is without its flaws and struggles. But I can’t help but think that some of these hitches and snags could be prevented if the information we’ve been given was a little more complete, more professionalism was involved, and more consideration was given to the current climate of the world and the fact that we are mere mortal students with several other heavy modules to juggle.


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