On our previous page we documented the sources of research explored during Semester one as well as additional sources we intend to use to support our design and development in Semester two.

Within this section, we have established an analytical framework for the summary of research undertaken in Semester One and further investigation that needs to be carried out in Semester Two. This summary includes our key ideas ****and rules of our proposed idea.

Immersion

During Phase Three and Four, we investigated the term ‘Immersion’ and Immersive technology to investigate how we could implement this into our initial ideas around physical space. By stimulating the player through sounds and visuals we are able to make a deeper connection with them, engage their senses and completely absorb players into a physical world of our creation. Using our knowledge into immersion, we can successfully design sound and visuals which we know will have a regulatory response. To evaluate the effectiveness of this, we will carry out user testing of prototypes and establish whether the outcome is as expected.

Sound and Psychology

Our proposed idea relies heavily on sound to evoke feelings of calm and ease in our players. Our research has informed us on how we are going to compose a unique soundtrack for our space in Semester two, using particular patterns to achieve this. We plan to organise a discussion with music students to assist our development of this. To ensure this desired effect we must create a ‘Sound Bible’ for the music students, to lead the direction of our soundtrack. Our research into the psychology of music fuelled our design thinking regarding how music can interact with regions of the brain for both physical and emotional relief. Further investigation of these themes combined will ensure our success.

Technology

This project led us down many different avenues to which we are continuously investigating. Examples include existing physical spaces, options for player input and components to encourage player engagement. Our visits to both the ‘Astrodome’ and ‘6m Cylinder’ influenced the structure of our player experience and inspired us to test the limitations of this technology. We believe that this research has supplied us with a deeper understanding of how we can organise a space using the technology that we have available knowing what works and what doesn’t. Next steps include devising the function and features of the reflective app.

Regulation/Mental Health

We began this project thinking about the effects of sound and other sensory input to benefit mental health, which has become more refined throughout the duration. In addition to the therapeutic effects of sound and visuals, we have become familiar with self-regulatory techniques which will be exceptionally useful when applying to the design of the application in Semester Two. We also plan to formulate interactions from what we have learned about self-care which will introduce the reflective element to the game.

User Research

The most vital part of our project is to ensure players feel the way that we intend them to, both during and after gameplay. In order to achieve our Essential Experience, it’s crucial for us to carry out User Testing, research and surveys throughout design and development. It’s important to understand human behaviour and different methods of play amongst our target audience to gather feedback, identify issues and make appropriate changes. The results from our surveys in Semester One determined that everyone's idea of a safe space is different, but there is common ground in what is found to be effective in terms of safety and comfort. Those variables will influence our design in the Major Project module.

A summary of actions to inform our design and development in Semester Two: