Thursday, 21 April 2011

Photographing the campus buildings

iCreate visited the University yesterday to photograph the various buildings on the campuses for use in the game environment. They covered the whole of the locations at Beaconside, College Road, Leek Road and Blackheath Lane, along with selected parts of the surrounding area.

This gives the basis to start work on the 3D modelling that will make up both the game environment and the "flythrough" of the campuses.

The process took approximately two days to complete and the process involved:
  • A guide from the University
  • An account handler making sure that the correct areas were photographed
  • A photographer.
Initially, we shared our static 2D maps so iCreate could grasp the scope of this part of the brief; we are a two campus university and there is also a split on the Stoke campus (Leek Road, College Road, etc.)

The process was to photograph the campuses at set points, and then spend around 3 weeks modelling. Google Maps and other tools will also be used to show more clearly the area surrounding the University. We have supplied further imagery of the new 6th form college and science centre so that the map can be as realistic as possible.

We have another use for these maps already: iCreate (for an extra cost) will put the maps into an "app-compatible" format so we can show our campus more easily at open days and UCAS events. This will be part of the app that was designed earlier this year.

Linking to the University's web presence

At some points in the game, the user will need to be taken to a part of the University's web presence in connection with the relevant "goal". This will either be to complete a specific task, or to get further information that is managed my a specific department.

A provisional list of pages that could be used has been identified as follows:

Point in game Purpose Possible page
Student Card Where they have to upload their photo and complete the e-enrolment form http://www.staffs.ac.uk/courses_and_study/student_services/student_info_centre/e-enrolment/
GP Registration Information on the vaccinations they should get http://www.staffs.ac.uk/courses_and_study/student_life/virus_outbreak_information/
SU Goodie Bag Introduction to the Student Union http://www.staffsunion.com/
Bus Map & Timetable Local travel information & orientation http://www.staffs.ac.uk/sustainabletravel
Entertainment Flyers Information on upcoming events http://www.staffsunion.com/ents/
[something related to IT] How their e-mail address and user account will be set up http://www.staffs.ac.uk/uniservices/infoservices/infozone/it/#email
Room Key (non-local only) What to do on arrival No current page
Shopping List To give information about local amenities around the campuses No current page
Timetable (Monday Morning Room Number) Where to go on the first day of term No current single page, but each faculty has a version, so it may be useful to provide and addition central page

A number of these pages will require rewriting as the relevant content is part of a longer page, while three remain to be created.

The next stage will be to identify which service looks after which content, and for Chris to liaise with the relevant staff members who manage the content via the University's CMS.

Wednesday, 20 April 2011

Levels information and draft wireframe


The game as we have planned it has three levels:

Level 0

Starting with the UK-in-Europe aerial view, and zooming in to the region, and then the Virtual Campus Tours.  The user can navigate around the campuses freely, chatting to Purple Helpers if they wish or to FAQ Avatars to get answers to our list of FAQs. 

Level 1

Welcome Week Journey Part 1 - On Arrival - Collecting your Key and Student Card. The player visits the Enrolment Hall and visits a series of four desks to collect items for their inventory - key, student card, GP registration and goodie bag (highlighted in Green).  When they have collected all these items, they are shown to their Halls and their room by a Purple Helper.  For local students, they are prompted to 'Go Home' -> move on to Level 2.  

Level 2
Welcome Week Journey Part 2 - Your Room - We figure that all students will have a room, whether they are local or non-local, either at home or in Halls.  The level opens inside the generic bedroom, which features a Notice Board.  This has a place for each of the 4 items already collected, and empty spaces for 6 new items.  The user undertakes a series of tasks (which involve walking around the campus to find people / items / locations) to collect the 6 items for their inventory and Notice Board

Story lines

At the moment there are 9 items to collect (IE 9 story lines).  Each item ends up on the notice board, and relates to a URL where the student can access real-world information:
  1. Student Card - URL for where they have to upload their photo and complete the e-enrolment form
  2. Room Key (non-local only) - URL to page about what to do on arrival
  3. GP Registration - URL for info on the vaccinations they should get
  4. SU Goodie Bag - URL for Student Union Website
  5. Timetable (Monday Morning Room Number) - URL relating to their course/faculty?
  6. Bus Map & Timetable - URL to bus timetable/map
  7. Shopping List - URL to page about local amenities?
  8. Entertainment Flyers - URL to SU website?
  9. Something related to IT (eg their uni email address?) 
Wireframe of the game:

Tuesday, 29 March 2011

Description of the system and project phases

'My New University Life' will be an interactive 3D game that presents a 3D model of the university including the Stafford and Stoke campuses and the Lichfield building. The user will be able to explore the university grounds in 3D virtual reality, helping them to get their bearings and familiarise themselves with the campus. In addition, the game will introduce the user to various scenarios that new students will face on arrival at the university, and guide them through the steps they will need to take.

It is proven that we retain more information when we are obliged to interact with it and seek it out, as opposed to being presented with static or passive content. Through the use of interactive technology, users will be able to navigate around a virtual world of the university, digesting the information in a visual way, absorbing the key messages, and clicking on highlights to find out more details.

The aim is to create a compelling alternate reality world in which different scenarios are brought to life for new students. The ARG will function as an interface through which the user will be able to access key information on the university website, using hyperlinks from within the game to specific URLs within the website. The game will feature virtual assistants who will offer advice to the user, and this advice will include dynamic text and hyperlinks which can be updated as and when required.

Phase 1 : 3D Modelling

The first step will be to create a realistic and recognisable 3D model of the university grounds. This will include the two main campuses – Stafford and Stoke – and the Lichfield building. We will source high resolution aerial photography in order to show the campuses in the context of the wider area, and we will visit the university to photograph all the buildings and other features. This will give us the reference material we need to produce a realistic and lifelike 3D model of the campuses, complete with trees, landscaping and people, ready for the 3D game. In addition to the exterior of both campuses, we will create a generic interior office environment, for the parts of the game that require the user to inside a building.

We will include realistic animated people in the backgrounds of the scenes in order to bring the campuses to life. Developing the user's avatar and the virtual assistants etc. will be part of phase 1 of the project.

Visual Richness

The whole presentation will be created in full colour 3D animation. This level of visual richness will ensure a 'stand out' presentation that will not only be a highly engaging informational resource, but also a powerful marketing tool for Staffordshire University, offering the ability for people to explore the campus at events and exhibitions.

Future-proof

We will construct the models in such as way as to allow scope for adding interior areas and new storylines at a later date. We will also be able to update the 3D scenes individually should the need arise in future, ensuring that the presentation can evolve over time to keep pace with the developments on campus.

Phase 2 : Creating the Interactive Campuses

The next step will be to optimise the campus models and implement them within the 3D game platform, the iViewer. This involves setting up the navigational controls, and programming the content of each campus so that the user can walk around and explore. Key buildings will be labelled, and the interactive campuses will also function as a 'map' so that the user can find particular buildings or departments that they need. At the end of Phase 2, we will deliver an interactive application which allows the user to explore each campus and click to see what different buildings are.

Phase 3 : Programming the Storylines

The next step will be to program the tours and storylines. There will be different sequences for each of the different faculties, as well as a general campus tour. Each of the storylines will be developed in the form of a flow-chart, with text content for the Virtual Assistants' speech bubbles, so that we can program these sequences into the game. We will design the user interface so that the user can select the relevant storyline when they start up the game, and ensure that navigation is simple and intuitive throughout.

Each storyline will have it's own control panel to enable users to see their progress. For example, this could be a checklist, where items of the list are ticked off as each task is completed.
  • Level 0 – Introduction
    A screen, or series of screens, inviting the user to select their tour / storyline  
  • Level 1 – The 3D Campus
    The user is taken to the start point of their chosen tour / storyline. A virtual assistant gives them their first instruction. They can then navigate to the first location as instructed, where they will meet another virtual assistant with another instruction. The assistants will approach the user when they enter a specific zone, or the user can click on them to elicit the next instruction.
  • Level 2 – A Generic Interior Area
    Depending on the storylines, it may be necessary to enter some of the buildings and we will therefore create one or two generic interior areas for these purposes. These could later be replaced with scenes showing specific interior areas within the university.
Phase 4 : Linking to a database of URLs

Our intention is that all the text content within the game will be dynamic – ie it will reference a database to pull in text and hyperlinks. This means that the text content and links can be updated as and when required. Instructions will be presented in the form of speech bubbles. The text content will be database driven, and can include hyperlinks to information on the university website, such as forms and documents that new students will need.

Phase 5 : Launching the iViewer version of the game

After a period of testing to ensure that the game is intuitive and simple to use, we will launch the iViewer version of the game as part of the University website. The user will need to either:
  1. Install the iViewer plugin to run the application (first time only), or
  2. download and run the application full screen as an EXE or DMG file.

Friday, 11 March 2011

Project plan (7): budget







Management of the budget

In this instance Debbie Cooke will have overall financial control of the project and will therefore act as Grants Manager. All invoices will be signed off by her and the relevant purchase orders raised.

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Project plan (6): Timeline



(Click for bigger)

Work Packages
Although we have no formal off the shelf project management software we are well versed in running multi dimensional projects for multiple audiences in a limited time frame.

We have developed an internal system called SMART which allows us to post comments against creative work, share large creative files without clogging up in boxes. The other tool we use is Dropbox. This a remote file sharing service which allows multiple people to view creative work at any given time. It also allows the recipient to download files to their own PC.


Project methodology


At the start of any project we scope out the parameters so all are clear on where we need to get to and their role in achieving this. We call this the 'common vision'.

We make sure we follow the basic principles of:
  • Defining the task and goals, (specifically design, technical and best practise) whilst making sure there is a match to the end user's demands/needs.
  • Measure and identify what areas of the project are critical to quality.
  • Analyse the creative designs based on sound marketing principles. Strive to push forward with the most creative, thought provoking work.
  • Design details. Make sure the design is optimised through integration at a technical and communication level.
  • Verify the design. Allow for testing of the product, make sure integration is seamless.

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Project plan (5): Project team

Debbie Cooke, Joint Project Leader. Debbie is also Head of Strategic Marketing.

She will have overall responsibility for the budget and communications plan and will keep close to the project and have regular weekly updates from Allison.

She will view designs/concepts/WIP at each of the 6 phased reviews. She will be copied on notes where appropriate. Debbie and Allison have a weekly Tuesday status meeting to discuss all their joint projects. She will review the blog regularly.

Debbie will have final sign off on all communications collateral.


Allison Ridge - Joint Project Leader
Allison will galvanise cross departmental colleagues and external suppliers to make sure the project comes in on time and budget. She will manage all day to day relationships with suppliers and be the single point of contact for iCREATE. She will be responsible for providing the final flowcharts to iCREATE for development at the end of week 4.
She will make sure work is shared at key times with relevant parties to get sign off/approval.

She will write the comms brief and brief the creative agency. She will manage this task in its entirety, reporting directly to Debbie. She will endeavour to keep the blog relevant and up to date as a way of keeping the wider team abreast of the project.


Chris Goostry, Creative Web Developer at the University

Chris will be responsible for making sure that the iCREATE designs integrate and are compatible with the Staffs University website. He will attend the first meeting to make sure the scope of the project is clear. He will provide all the meta data schemes. He will liaise with the internal IT department and the external supplier to make sure that all URL and URIs are linked correctly. He will manage the database and interface and he will be responsible for testing the site before it goes live. He will be responsible for all licensing once the game is Staffs property. He will also be responsible for inviting new members to the blog. He will work closely with the project managers to deliver the technical side of the project.



Nia Wearn, Senior Lecturer in Games and Design

Nia will be advising both Chris and the Project Leaders throughout the process. She will be part of the mind mapping meetings and will advise on the flow charts that Allison produces. She will bring her wealth of experience and talent to making sure the game's vision is not lost. With Nia's expertise in social media this could be another communications channel that could be explored.



Mark Stiles, Professor and Mentor to the project and Deputy Chair of JISC-JLT

Mark will be project mentor to the team. He will advise if we are fulfilling all our JISC obligations as we progress with the project. He will offer advice to keep the project on track.


Janine Holdway, Business Manager at the University

Her main responsibility will be to share with the project leaders (from her knowledge) the most FAQs by sub sector groups. She will be intergral to the game achiveing its objective of being relevant and intersteting to the new students. It is through her knowledge that Allison will be able to supply iCREATE with the flowcharts for each customer journey.

Matthew Morgan, IT Officer at the University

Matthew will work closely with Chris to make sure the Universities CMS (Tridion) is re-structured to provide the systematic content/data management that the game requires. Matthew will report to Chris and Chris will keep Allison informed that all technical requirements are on track.

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