Workshop 5 – Prototyping

1 Activity

Design scenario

We were tasked with developing a paper prototype for the interface for the game scenario for Valet Wars. Players are rival valet services in the same carpark. Their pick up and drop off locations are in the centre of the car park, right across from each other. Cars come in 1 of 4 colours and can only be parked in a parking spot of the corresponding colour. Cars are owned by each player and identified by a player marking. Roads in the carpark are either 2 lanes (one in each direction), where cars must obey road rules, or Single lane where cars can go either direction. The road is marked to represent a number of ‘squares’, or moves. The game starts with a mostly filled carpark, with equal number of cars belonging to each player in each colour. There are additional cars for each player, representing new cars arriving to be parked. Each turn players will be tasked with returning cars back to customers leaving the carpark, and parking cars of newly arrived customers. Tasks the player must complete are decided at the start of each turn by rolling 4 dice. Each dice has a side with the 4 car colours on it, and 2 blank sides. Two dice tell the player which colour cars need to be parked, and two dice tell the player which cars need to be returned to the pick up area (aka customers arriving or leaving). Players receive new car tokens based on the colours rolled on the to-park dice, and must return cars from the carpark according to the colours on the toreturn dice. A blank side means that no car needs to leave/park. Tasks not completed in a turn persist for the player to complete in a future turn. During their turn, players can move a maximum of 3 cars, and each car may move a maximum of 3 ‘Spaces’. Cars in transit can be left on the roads after each turn. A point is awarded when the player parks a car or returns it. The first player to get to 20 wins the game. Players can either focus on getting points or be dastardly and leave cars on the road in evil positions so the other player has to take a longer route.

Things to think about

These rules may seem complex, but this is an accurate reflection of the messy problem situations that you might encounter. The key is in the UI and UX implementation. Think about:

• How will you keep track of the score?

Scores are provided on the top left for player 1 and top right for player 2.

• How will you keep track of which cars are parking and which cars are leaving?

The cars will highlight their intended destination when they are selected, they will also have an icon indicating arriving or leaving displayed on the roof beneath the player who owns the car.

• How will you track how many cars each player has on the board?

At the bottom left and bottom right, player 1 and player 2 respectively have the number of inbound and outbound cars displayed.

• How will you identify each player?

Each car will have P1 or P2 on the roof to indicate whose car it it.  The players cars will also become coloured when it is that players turn, while they will become greyed out while it is the other players turn.

 

Activity – Paper prototype Your task is to develop paper based prototypes for the game scenario. You can choose the specific tools that best suit your design plan.

Valet wars paper prototype
Workshop 5 – Valet wars paper prototype