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  • Sarah C Awad

Research for Design: The Research

After meeting to further clarify our direction, we identified stakeholders, experts and enthusiast to seek further insight from.

I interviewed a group of gamers. This group are not only enthusiasts who play on a diverse number of platforms, but also have experience in the game design sector. They were very excited about our idea as an event and would absolutely take part in it. We talked a bit about the pros and cons of the AR experience, the primary one of note being how geolocation tools used often in AR games drain and overheat phones quickly.

When I asked them specifically about their experience with Pokemon Go, a game we have been referencing as part of our project, they. Likes included Pokestops features which encouraged exploration about and learning more about landmarks in one’s area, as well as its ability to mobilize larger groups of people. Dislikes- and this was said about AR games overall- is that the redundancy of the game mechanics commonly used in AR; they found them overused to the point of boredom.

A surprising takeaway was from one person who knew about seed bombs. We have been thinking about how seed bombs- small spheres of dirt and seeds that are thrown on the land to scatter- could be an interesting and on theme addition to our golf course experience. When I mentioned the seedbombs as part of the conversation, they mentioned a potential con to using seedbombs could be “ “that they tend to get scattered in areas that aren’t particularly beneficial to the local fauna."

The biggest takeaways from these individuals are their recommendations of AR and non-AR games for us to have a look at, their thoughts on VR from both technical and experiential perspectives, and their enthusiasm and intrigued around our idea.

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