Interview conclusions – Summary

By interviewing people we could find out new hints on refining our application/game

Multiplayer mode

We concluded that we can attract people better to our game by offering a multiplayer mode. The reason for that is because single players could be ashamed playing the game alone in public spaces and with that being watched by other people.

To make the user feel more comfortable while playing our game we focus on the multiplayer mode where social interaction (playing in a group) goes hand in hand with human-machine interaction.

In the beginning we thought that two players play in parallel or together. Now that could be extended to a competition-mode where various players could play subsequently and the winner is found out at the end (highest score). Also, to increase difficulty and dynamic, the positions of certain tasks/mini games on the screen could be changed in the course of the game. There could also be one cooperative modus where gestures of each player should be best possible adjusted to the other player in order to get the highest score. An example would be, that both players have to make a certain gestures synchronously.

Offering variation

to prevent of getting bored, the game should offer various types of tasks and combinations of them.


We found out, that our application would fit better to railway stations and airports than to what we first thought to shopping centres. This is based on the fact that people are confronted with a waiting situation in railway stations as well as in airports but not in shopping centres. People tend to distract themselves in shopping centres in other ways like for example have a break in a restaurant or the like.

Period of time

The amount of time, waiting in a place is also crucial to the acceptance of the game. If people have to wait more than 5 minutes it is more probable that they search for some activities to bridge the time. With shorter waiting periods people tend to make other, less demanding activities (like reading emails, Facebook etc). To confront that, gaming time should kept as short as possible (or at least variable).

First encounter

We found out that our entertainment offering is also interesting for non-gamers. Especially in a waiting situation even this group of people could think about trying out our offering.


Design Principles

Based on the results of our interviews, we discussed the design aspects of our application.

The following three aspects reflect the most essential:

  • Intuitive handling

    Assuring a high degree of intuitive handling, the user is able to play the game without reading any instructions

  • Multiplayer mode

    Since playing with multiple persons is central to our game, appropriate Multiplayer modi will be implemented

  • Attention

    Application draws attention of bypassing users automatically and animate to interact

Interview Candidates

For our interviews we were able to talk to these people:

  • a 21-year-old student of business administrations, who also works as an marketing intern in a internet-related company
  • a 31-year-old teacher
  • a 48-year-old nurse

Our conclusions from the interviews will be posted soon, so stay tuned!

Task breakdown for week 2

  • creating design principles (Oliver)
  • creating storyboards (Stefan)
  • interview (Oliver, Stefan, Sebastian, Jonas)
  • discussing interview results (Aaron, Oliver, Stefan, Sebastian)
  • summerize findings from interview (Oliver, Stefan)
  • updating design principles (Oliver, Aaron, Stefan, Sebastian)


Multi Gestures is a game whose primary purpose is to entertain whoever is playing it.

Multi Gestures runs on large public displays and uses Kinect for user interaction. Input is solely done by performing gestures in front of the display. The game must support multiple gestures at the same time. This is achieved by implementing gestures that use a limited set of body parts (i.e. one gesture only using the arms, another gesture only using the left leg, …).

Possible gestures include:

  • balance a ball on a bar with both arms
  • kick at footballs with left / right foots
  • jump over moving spikes
  • tilt head to balance something on the user’s head

The display always shows the camera picture in the background, if a game is currently running. Additional graphics should display on top of the camera image. Those graphics should give the user an idea on which gestures he has to perform.

The difficulty increases with the time played. The game starts at easy difficulty, meaning there is only one gesture the user has to perform. More gestures are added after a fixed amount of time, i.e. 30 seconds. The game may also increase the speed over time in order do increase the difficulty. The difficulty must increase constantly, so that every game ends eventually.

The longer the player succeeded performing all gestures in parallel, the higher the score. This and the fact that difficulty increases over time ensures that players with more skill score higher that players with less skill.

The game must include a main menu which allows the user to start new games and view daily / monthly / all-time highscores. After each game, the score and ranking is displayed. Users may also choose to enter their name. This name is then displayed in the highscore list.

Optional Requirement: Multiplayer

Users may also choose to start a multiplayer game in the main menu. Users play in cooperative mode. Cooperative multiplayer play’s like two single player games in parallel. No interaction between both players is required. The game ends once one player fails. Cooperative multiplayer has its own score board.


MultiGestures is a game of skill consisting of a set of small tasks that address the players cognitive and physical abilities. In general the player must perform different gestures with his body (e.g. jump or move his right foot in a specific way) to accomplish the game. Taken alone the tasks are very simple but it’s challenging to do more than one at the same time.

At the beginning of the game, the player has to do one simple task and the associated gesture. For example, the player has to counterbalance a seesaw with a ball placed on top of it. While the seesaw is moving the player has to ensure that the ball stays on the seesaw. After some time a new task is added and is running simultaneously – so it’s getting harder for the user to coordinate the multiple body movements. The goal is to manage the tasks as long as possible.

A multiplayer mode will also be available so that two players can compete or cooperate in order to succeed.