The Truman Show—Tao Wen–Rudi

PROJECT TITLE – YOUR NAME – YOUR INSTRUCTOR’S NAME

The Truman Show—Tao Wen–Rudi

 

CONCEPTION AND DESIGN:

During the design process, I had to put my users on a clear position. Are they playing the role of Truman, or the director in the movie? Or a role that is a part in the film? The webcam used to look over the whole house is not accessible to Truman, the one trapped in a reality show. And it can definitely not be the director, for the director would never want Truman to escape. Therefore, I decided that the user plays as an outsider who accidentally intrude into the live studio, understand the situation, sympathize with Truman and help him out. This is important in terms of user experience, since it affects my choice of texts shown on screen and interface displays. The other important question is how much should my target user know about the storyline. At the beginning of the movie, Truman is already suspecting the world he is in, and the main plot is about how more weird things happened to him, driving him to make up his mind to escape. For those who have watched the film, the concept manifests itself as soon as the camera is on. However, for those haven’t, how they can learn the story through playing is a big problem. Given limited amount of time, it is hard to walk the user through the complete story. Therefore, I decide that The Truman Show only serves as a subsidiary idea to the main concept of the project. In other words, the project is more of an escape room than a new form of storytelling, an idea I had at the planning stage. In this way, to users that haven’t watched the film, the project is merely is an escape room and is playable. For those who have, ideas from the movie could be hint to the password, which is “LIE”. Also, I hesitated upon the ending effect. When user has done all the right things, should the box open itself, or should I simply play something on the screen? Due to both time restriction and consideration of user experience, I chose the latter. Looking at online escape room games, the ending effect is no more than a short animation showing that the door has opened. For real life escape rooms, it is just the door opens. I came to the conclusion that the biggest reward for user is the fact that they have done the right things, and it does not really matter how fancy the form of the feedback is. Hence, I choose to show some screenshots from the movie at the end of the game.

FABRICATION AND PRODUCTION:

The most significant step is designing the screen display. At first, there was no clear design from which the user can learn how to interact with the computer. As said by my professor “I just click click click and don’t know what’s going on”. Therefore, I followed his advice and designed an interaction board, including six buttons and a progress bar. The buttons don’t need to be clicked in order, so the user can explore their functions at one time. Also, which reaction should the button trigger was also important. During user testing, users were confused with the functions of buttons, for their functions are so different and cannot be told by texts written aside. In users’ expectation, buttons similar in appearance should have similar functions, like lighting up an LED. Therefore,  I redesigned the functions of my buttons, and deliberately make one of them functioning weirdly, so that the user can know there’s hint hidden inside.

designing the password test the appropritate distance for webcam

explore how to make best use of the webcam

the user-unfriendly webcam handle and hole

CONCLUSIONS:

My project is effective in creating an immersive experience for the user. The opening dialogue brings the user into the setting of the story immediately, creating a sense of mystery. The detailed interior settings of Truman’s world is even more intriguing, for the users’ expectation of what would happen next is raised high. I know this because during presentation, assigned the goal of saving Truman out of the room, users actually enjoy playing the role of a “discoverer” or a saver, exploring the room and thinking deeply to find out the password. Users enjoy controlling the brightness of the LEDs, probably because they like to see how pressing a button can trigger an immediate response. The webcam, in particular, gives them a sense of control and gives a lasting feedback, which makes it the most successful interaction in my project. For, in an  online escape room game, the user can only see what the game-designer give them to see, the angle and range of which is highly restricted. Also, a significant reason for users to like my game is that it has a clear goal. There is a complete and well-known story (The Truman Show) serving as its background, and the mission of finding out a password is given at the very beginning. Users just want to complete the mission and get the rewarding feedback. Once they started the game, few of them would stop without playing it till the ending.

However, there’s one big problem in my project—-the lack of instructions on how users can interact with my project. During presentation, I found that users were all surprised to know that the webcam could be moved around; even if they did, they hesitated to push or pull up the webcam, fearing that it would break my model. Therefore, the design of this part is not user-friendly. There is lack of hint that could let user know “this is something I can touch and move”. Besides, even if I have written a long dialogue before the game starts to let user have a brief idea of what they should do, users are still somewhat confused without my instructions. Hence, the way I would improve my project is to redesign the hole through which the webcam is put, and add a handle to the webcam in order to show it’s part of interaction.

To conclude, my project succeeds to reach its original goal: to create a new form of escape room, combining real life model and online interface. The choice of The Truman Show as its theme not only elevates the meaning of my project, but the story itself can only be presented in this way, making it a perfect fit. Also, the user, learning the story, gets more interested to finish the goal. Although it still needs to be improved to make users clearer of the ways they can get engaged, the project is essentially original, different from other existing forms of escape room, and it also succeeds as merely a game—-the users really enjoyed playing it!

Recitation 10—Tao Wen

The idea is when user clicks on each character in the picture, a picture featuring them is shown, like future-telling. If given enough time, I would make a flashing effect.

PImage image1,image2,image3;
float x=400;
float y=300;
float r=110;
int state=0;


void setup() {
  size(800, 600);
  image1 = loadImage("fox.jpg");
  image2=loadImage("dad1.jpg");
  image3=loadImage("dad2.jpg");
}
void draw() {
  background(0);
  imageMode(CENTER);
  image(image1, width/2, height/2);
  fill(235, 174, 52);
  ellipse(pmouseX,pmouseY,30,30);
  noStroke();
  fill(0, 0,0, 0);
  ellipse(x, y, r, r);
  if (mousePressed && ((mouseX-x)*(mouseX-x)+(mouseY-y)*(mouseY-y)<=r*r)) {
    state=1;
  }
  if (state==1){
  flash();
  }
  
    delay(30);
  }

  void flash(){
    imageMode(CENTER);
    image(image2,width/2,height/3,400,300);
  }
  
  

Recitation 10–Tao Wen

This image requires alt text, but the alt text is currently blank. Either add alt text or mark the image as decorative.

The interaction I built is really simple. Basically, one turns the potentiometer around, and the picture is tinted accrodingly. However, reading the Cheese installation part, I have an idea about how my interaction could be potentially used for. If one smiles, the picture would turn light up accordingly and vice versa. The project could be used to show what people suffering from depression could see in their world, calling people’s attention to and care for this particular group.

Aruduino Part

void setup() {
Serial.begin(9600);
}

void loop() {
int sensorValue = map(analogRead(A0),0,1023,0,255);
Serial.write(sensorValue);
delay(10);
}

Processing Part

size(600, 600);
PImage photo;
photo = loadImage("budapest.jpg");
image(photo, 0, 0);
tint(0, 0, 255, sensorValue);
image(photo, 250, 0);

Final Project Essay—-Tao Wen

PROJECT TITLE

The Truman Show

PROJECT STATEMENT OF PURPOSE

As a filmlover, I’m very interested in new and creative way of telling a story, and I also find myself deeply attracted by interactive forms of storytelling. For example, Sony once launched a horror game called Until Dawn , in which the player keeps making choices that will decide life and death of the characters. My project intends to explore a new way of storytelling, which employs the idea that users are involved in making the story happen. It can also be seen as an art device considering that it delivers a philosophical idea once the user knows how to play it. For the fan of The Truman Show, this design provides them outlet to express their love for it; For those who haven’t watched the film, by interacting with my project, they could grasp the concept of the film without having to know the actual story; For general users, my project can be seen as an escape room game with a reinvented medium.

PROJECT PLAN

In the form of a minisized interactive escape room, my project intends to deliver the concept of the film The Truman Show. The film tells the story of a man who has been unknowningly playing the main role of a reality show since birth, since an island-sized shooting site is built specifically for it. Truman grows up and lives a normal life just like any other people, except that all the people around him are actors and follow a well-designed script. At the end of the film, Truman finds out that his whole life was a lie and was able to escape out of the fake world. The idea is to critique people’s desire to peek into other’s life so much so as to sacrifice a man’s freedom. The project is a minisized escape-room-like box. The user, standing at the viewpoint of the reality show audience, has no access to the interior except a camera installed inside, so he has to interact with the box to be able to see the inside, find the hints, solve 3-4 problems, and finally get the key to open the box and get Truman out of this world. To empathize with the user, I will keep doing research regarding these aspects: players’ feedback about a real escape room, filmlovers’ expectation of film-related products in general, and user feedback about puzzle boxes.

Here attached is a project timeline.

CONTEXT AND SIGNIFICANCE *

Projects employing creative storytelling forms:

Until Dawn

I watched some video bloggers playing this horror game long time ago, but I can never forget the experience. It’s as if you were actually deciding how the story would go on, and it inspires me to associate interaction with storytelling. I try to figure out why it attracts me so much, and an article answers the question, writing “Key decisions and moments have a ‘Butterfly Effect’, and you’re alerted to those moments that have unknown consequences on how things are going to play out. I couldn’t help but get curious when that happened: had I messed up? Had I consigned someone to a gory death? Did I actually have fair control over what was happening?”. Therefore, the interaction includes both sense of control and sense of insecurity, which makes the game a success.

Bandersnatch

This Netflix TV is very similar to Until Dawn, the former is a game-like film while the later is a film-like game.

Both are experimenting on the form of storytelling that invite users to engage with them. The use of interaction here helps tell the story to the audience, instead of telling at them. When the audience aren’t receiving the story passively, the experience might be more fun.

My project differs the ones above in two ways: Firstly, it takes the form of an object ( an escape room), showing a difference from linear way of storytelling. User has full control of the time and pace to explore the room. He can pause at any time to think about the implication of some detail in this project. Secondly, by engaging with the story of The Truman Show, the project is more profound in meaning. It criticizes the disrepect of people’s privacy and fundamental rights. Since only until the user shuts down the webcam installed inside can he successfully open the escape room, the answer to “What can set Truman free” is clear, which makes the project more than merely a game or a story that “looks fun”. My project faces a large range of audience. For the fan of The Truman Show, this design provides them outlet to express their love for it; For those who haven’t watched the film, by interacting with my project, they could grasp the concept of the film without having to know the actual story; For general users, my project can be seen as an escape room game with a reinvented medium.

My project, if completed successfully, opens more possiblities in this form of storytelling. By installing more devices and adding more details, there can be multiple endings—-Truman might get out, might not be able to get out even if he wants to, and he might even choose to stay in that world forever though well aware of what that is (like taking the blue pill in The Matrix). The targeted audience remain the same, but more people who have never watched the film would be able to know the plots just as much as those who have watched, if more game-like interactions are provided.

Reference

1. Until Dawn game review: https://www.denofgeek.com/games/until-dawn/37259/until-dawn-the-interactive-movie-and-storytelling

2. Bandersnatch vice report: https://www.vice.com/en_us/article/7xnq3a/netflix-more-interactive-movies-like-bandersnatch-rom-coms-todd-yellin-interview-vgtrn

Recitatioin 8–Tao Wen

Exercise one:

Regarding coding, there’s one aspect to notice: the map function. Otherwise, the circle will go out of the frame.

Exercise one- Etch A Sketch:

The difference between this and the last step is that this one uses “line” function. I tried to use tiny little ellipse to consist a line, but the fact is that not the whole trajectory would be shown on canvas. And when using line, it’s not enough just to connect(x1,y1) and (x2,y2), otherwise nothing would be drawn.  You have to use the previous coordinate, just like what we do with pmouseX and pmouseY.

Concerning the interaction experience, I don’t like it at all, probably because I’m not used to drawing by thinking about its horizontal and vertical coordiantes. However, I think it’s a useful way of algorithmic thinking when designing drawing-related projects.

Code that matters(Arduino):

void setup() {
  Serial.begin(9600);
}
 
void loop() {
  int sensor1 = analogRead(A0);
  int sensor2 = analogRead(A1);
  int mapped1= map(sensor1,0,1023,0,500);
   int mapped2= map(sensor2,0,1023,0,500);
  Serial.print(mapped1);
  Serial.print(“,”);
  Serial.print(mapped2);
  Serial.println();
}

Code that matters(Processing):

void draw() {
  updateSerial();
  printArray(sensorValues);
 
println ("sensor1=",sensorValues[0]);
println ("sensor2=",sensorValues[1]);

line(p1,p2,sensorValues[0],sensorValues[1]);
p1=sensorValues[0];
p2=sensorValues[1];
}

Exercise two:

The idea is to create a piano key board, which requires two variables: the on-and-off option and the tone, corresponded by mouse press and mouseX. Since I wasn’t familiar with coding, the interaction experience is not ideal. The five sounds, put together, are so disturbing to play. I would like to expand on this idea: the user can choose a music style (e.g Japanese, Chinese pentatonic, Arabian), the tone of keys will switch accordingly, and then the user (ideally amateurs) can explore and create their own melodies.

Code that matters(Processing)

void draw() {
background(0);
values[0] = pmouseX;
if (mousePressed){
values[1]=1;
}else{
values[1]=0;
}
printArray(values);
sendSerialData();
echoSerialData(200);
}

Code that matters (Arduino):

int melody[] = {
  262, 349, 196, 440, 4186, 2093, 3136, 175
};
int freq;
 
void setup() {
  Serial.begin(9600);
  pinMode(13, OUTPUT);
}
 
void loop() {
  getSerialData();
 
freq= melody[int(map(values[0],0,500,0,8))];
if (values[1] == 1) {
    tone(13, freq);
  } else {
    noTone(13);
  }
}