QR codes are used to give the user an experience outside of the game. They are placed on Fairtrade products across various shops and products and its up to the user to find them. With each code the user will get a number of seeds to plant on their farm. With the seeds the user may get other rewards too. These could be items to place on the farm, or items used to up-grade buildings. If the plant is not already available by getting the code the user will unlock the seeds or tree that it corresponds with. The exploration of looking for QR codes will give the user something else to do, but it can also help them improve their game experience. Exploring can lead to the user finding new products to try which they may then become regular users of.
The technical side of the QR codes is that each code will correspond with a URL. On each web page attached to a URL is a picture of the final items that the user will receive. These pictures will be pulled from the page and added to the available space on the app, in the Scanner menu. The items will then appear separately in the My Stuff menu (these again will be taken from the page).
Monday, 4 April 2011
Final Concept - Story Board
1. The user opens their app to their farm |
2. On the farm the user can plot, move things and sell things using the tools menu |
3. The items menu allows the user to get things to decorate the farm |
4. The QR scanner allows the user to get items from codes they have found on Fairtrade products. These items are sent to the users ‘My Stuff’ |
5. Once a QR code is scanned the user can access the items from it in ‘My Stuff’ in the Items menu. Once they select the item they can place it |
6. Seeds gained can be planted - the amount of seeds equals the amount of plots that the user can seed. They grow at different times and if left unattended can wither |
7. Once fully grown the user can harvest the crops for experience. The crops are then sent to the Stall |
8. In the Stall the user sells what they have grown |
9. When they select the crop to sell they get given a choice of selling fair or corporate. Fair gives them more money while corporate gives them less |
10. Once sold the user returns the Stalls menu and shows what they sold and for how much for a brief period of time |
11. The Store can be accessed in the Items menu |
12. The Seeds and Trees menu enables the user to buy trees or seeds to plant on their farm |
13. In the Buildings menu, the user can place buildings available to them on their farm |
14. The building can be place anywhere are as long as there is enough free land |
15. In the Decorations menu, the user can place the decorations available to them |
16. The decoration needs to be place on the farm where there is available land |
Sunday, 3 April 2011
Final Concept - The App
The Store
The Store is the place where the user looks for everything. Here they can buy seeds, trees, buildings, decorations and special purchases. The Store can be found in the Items menu. Seeds and trees are what the user use to earn their keep. The use of these are explained under Farming. Buildings as mentioned just before are also bought here, however their up-grades are available from the actual building. Decorations are similar to that of the buildings except that they are quite simply decorations. Things like fences can be used to keep things tidy while other are place because the user feels their plot looks better with them. The idea is that people develop the land and by adding decorations they are improving the appearance. Specials can be anything that can be added due to a specific event or for expansion for the farm. As the user levels up, they may find that their farm gets a bit small for them. By expanding they increase the amount of land they have to play with for farming and also placing more buildings and decorations. Some things in the Store are unavailable. This is due to the user needing to unlock them by getting QR codes and leveling up to an appropriate level.
The Store is the place where the user looks for everything. Here they can buy seeds, trees, buildings, decorations and special purchases. The Store can be found in the Items menu. Seeds and trees are what the user use to earn their keep. The use of these are explained under Farming. Buildings as mentioned just before are also bought here, however their up-grades are available from the actual building. Decorations are similar to that of the buildings except that they are quite simply decorations. Things like fences can be used to keep things tidy while other are place because the user feels their plot looks better with them. The idea is that people develop the land and by adding decorations they are improving the appearance. Specials can be anything that can be added due to a specific event or for expansion for the farm. As the user levels up, they may find that their farm gets a bit small for them. By expanding they increase the amount of land they have to play with for farming and also placing more buildings and decorations. Some things in the Store are unavailable. This is due to the user needing to unlock them by getting QR codes and leveling up to an appropriate level.
The Buildings Menu |
The Decorations Menu |
Store Menu |
Seeds menu |
Final Concept - The App
Buildings
Buildings have multiple uses, but what it comes down to is the type of building. All are decorative, making the plot look more impressive and developed. Some buildings will have abilities like barns for storage or a school where the user can ‘learn’ techniques to improve what they harvest in terms of earning more per harvest or being able to level up more by getting more experience. All of these bonuses from buildings are aimed to give the user an advantage if they purchase them from the store. These buildings can be improved on - making the advantages better by getting more. To do this, the user will need to invest in getting materials to improve the buildings, planks of wood and nails are some examples of things needed to be collected. These can come though when the user scans a QR code or by getting help from other users when publishing requests on social network sites like Facebook.
Needs Images
Buildings have multiple uses, but what it comes down to is the type of building. All are decorative, making the plot look more impressive and developed. Some buildings will have abilities like barns for storage or a school where the user can ‘learn’ techniques to improve what they harvest in terms of earning more per harvest or being able to level up more by getting more experience. All of these bonuses from buildings are aimed to give the user an advantage if they purchase them from the store. These buildings can be improved on - making the advantages better by getting more. To do this, the user will need to invest in getting materials to improve the buildings, planks of wood and nails are some examples of things needed to be collected. These can come though when the user scans a QR code or by getting help from other users when publishing requests on social network sites like Facebook.
Needs Images
Final Concept - The App
The Stall
The Stall is where the user goes to sell their goods. Here they will make a conscious choice as to how they want to sell their stock. They can sell fairly, which means that they will receive a fair price for what they have grown, or they can sell to a corporate company and get just enough to get by on the next crop. The idea behind this is that the user gets use to choosing Fairtrade over big corporate brands which exploit their produces. There will be several options for the user to choose from, some will be clear which is best while others will not. In the future of the game, tasks can be created within this feature for the user to complete and earn more money, experience and other rewards.
The Stall is where the user goes to sell their goods. Here they will make a conscious choice as to how they want to sell their stock. They can sell fairly, which means that they will receive a fair price for what they have grown, or they can sell to a corporate company and get just enough to get by on the next crop. The idea behind this is that the user gets use to choosing Fairtrade over big corporate brands which exploit their produces. There will be several options for the user to choose from, some will be clear which is best while others will not. In the future of the game, tasks can be created within this feature for the user to complete and earn more money, experience and other rewards.
Market stall where the user sells their goods |
The market stall |
Final Concept - The App
Farming
The user’s main goal is to keep the land, making sure crops are planted and harvested at correct times so that they can sell quality produce for good prices. There will be different seeds and trees available the user depending on their progress (level) and what the have managed to collect using the QR codes. The users will receive some seeds when they first get the code for that seed, but in future will need to buy the seeds from the Market with money they get from selling crops. This will be the same for trees, however, trees will remain on the plot rather than being removed all together. One harvested, the crops are kept until the user is ready to sell them in the Stall.
The user’s main goal is to keep the land, making sure crops are planted and harvested at correct times so that they can sell quality produce for good prices. There will be different seeds and trees available the user depending on their progress (level) and what the have managed to collect using the QR codes. The users will receive some seeds when they first get the code for that seed, but in future will need to buy the seeds from the Market with money they get from selling crops. This will be the same for trees, however, trees will remain on the plot rather than being removed all together. One harvested, the crops are kept until the user is ready to sell them in the Stall.
Seeds in various stages |
Seeds menu |
Final Concept - The App
QR Codes
There is a built in QR scanner which will scan the codes from packaging from Fairtrade products. If the user doesn’t have the app installed already they will be sent to a page asking to install the app. However if they do have the app but use a different app to scan the code, they will be taken to the app. This will be discussed in more detail later on.
There is a built in QR scanner which will scan the codes from packaging from Fairtrade products. If the user doesn’t have the app installed already they will be sent to a page asking to install the app. However if they do have the app but use a different app to scan the code, they will be taken to the app. This will be discussed in more detail later on.
Final Concept - The App
The final concept for the module is a farming app, where the user is the head farmer, tending to the crops and contributing to the community.
In the game, the user starts off with a small plot of land, a basic home and a few plots of land ready to have seeds planted. This is a standard across all users. They will also receive a few seeds to start them off. A tutorial will be provided at the beginning, leading them to gain a level up and making them sufficient so that they can begin to develop their plot of land, or village once it has been developed more. The more the user plays, the more money they get, more abilities of planting and buying different things and eventually developing the village the a higher standard of living.
In the game, the user starts off with a small plot of land, a basic home and a few plots of land ready to have seeds planted. This is a standard across all users. They will also receive a few seeds to start them off. A tutorial will be provided at the beginning, leading them to gain a level up and making them sufficient so that they can begin to develop their plot of land, or village once it has been developed more. The more the user plays, the more money they get, more abilities of planting and buying different things and eventually developing the village the a higher standard of living.
Thursday, 31 March 2011
Research - Existing Examples
This section will look into different games similar to the proposed concept. Two farming simulation games that will be looked at both belong to Zynga and can be played in a range of ways Facebook application, mobile applications and even on its own website (Farmville only).
Farmville
This game is focused on a farm that the user needs to maintain. On the farm, the user acts as the farmer growing crops and tending to animals, all with the end result to harvest the goods from and make a living. When the goods are harvest, be it crop, tree or animal, the user gains money from ‘selling’ the product and also gains experience which when added up allows the user to level up, as well as possibly giving the user a piece of a collection.
Prices of products and the experience gained from them are different depending on the crop, tree or animal. This means that the user can easily level up and earn more money as fast as they like, or they can take it slow. The two paths both have appealing qualities. If the user takes the fast route and chooses the crops that will give them the most experience and money, they can level up quicker and by doing so improve their farm. What this means is that as the user levels up, more becomes available to them; crops, trees, animals, buildings, decoration and expansions all become available the more a user levels up. This gives them a more creative experience with the game, letting them Design their own unique farm that gives them a unique experience. The slow route looks more to the user slowly levelling up slowly, mastering the crops as the user goes. To master a crop, the user needs to grow the crop to a certain amount three times (the amount gets greater with each time). Once the crop is mastered the user gets extra experience and money when they plant that crop again. The user can slowly go through this process and get a sense of achievement from fulfilling these goals. With the use of vehicles, users can speed up the planting, ploughing and harvesting actions it takes to plant and harvest crops as they can do the same task over several spaces unlike having to do it all manually.
To decorate the farm users can purchase decorative items like fences hail bails and ornaments. Some of these decorative items have no real use other than to look pretty. However some do have their uses. Buildings like stables, sties and orchards allow the user to gather one type of animal or several trees (depending on the building) and store so many items of that type. This not only cleans up the farm so that animals are not cluttering the place, but also adds a more farm like feel to the game. Another pro from this is that the user can still harvest from the animals/trees stored and this can be done in one click. When harvesting the user can receive special presents, a baby animal or a ‘unknown’ mysterious tree.
Other than decorating the farm, the user can also work with their neighbours. Neighbours are friends of the user on their Facebook account who have accepted a request to become neighbour farmers. This creates a social aspect for the game and allows the user to build a community of people they know and can all share a common interest. To do this, Zynga have made it possible for users to interact on each other’s farms. A user can visit one of their friends and ‘help’ them out buy tending crops, fertilising crops and animals (buildings like the chicken coop) and sending a gift. Gifts can be sent without having to visit another users farm, there is a tab in the top menu that gives user the option to send gives and to multiple users too. This can come in handy when building a building. The user cannot simply buy a building ready for use (unless they have enough Farmville cash), so they have to collect items like nails and wood to build them. Users can ask their neighbours by sending a message on their wall asking for the supplies.
Users can also work together to fulfil co-op jobs. These jobs set a task of growing several crops to meet a deadline. Each crop in the job will need to be harvested a certain amount of times to complete it. There are several deadlines, all with their own medal of gold, sliver or bronze. The quicker the user completes the job, the higher the medal will be. By working together users can achieve the gold medal easier as long as they harvest the crop by a deadline. Working together is key for this and the user can view status bars letting them know how much of what has been planted, and the same for what has been harvested. Completing tasks will give the users a range of awards from money experience and gifts, but this again depends on the medal earned.
Farmville
This game is focused on a farm that the user needs to maintain. On the farm, the user acts as the farmer growing crops and tending to animals, all with the end result to harvest the goods from and make a living. When the goods are harvest, be it crop, tree or animal, the user gains money from ‘selling’ the product and also gains experience which when added up allows the user to level up, as well as possibly giving the user a piece of a collection.
Prices of products and the experience gained from them are different depending on the crop, tree or animal. This means that the user can easily level up and earn more money as fast as they like, or they can take it slow. The two paths both have appealing qualities. If the user takes the fast route and chooses the crops that will give them the most experience and money, they can level up quicker and by doing so improve their farm. What this means is that as the user levels up, more becomes available to them; crops, trees, animals, buildings, decoration and expansions all become available the more a user levels up. This gives them a more creative experience with the game, letting them Design their own unique farm that gives them a unique experience. The slow route looks more to the user slowly levelling up slowly, mastering the crops as the user goes. To master a crop, the user needs to grow the crop to a certain amount three times (the amount gets greater with each time). Once the crop is mastered the user gets extra experience and money when they plant that crop again. The user can slowly go through this process and get a sense of achievement from fulfilling these goals. With the use of vehicles, users can speed up the planting, ploughing and harvesting actions it takes to plant and harvest crops as they can do the same task over several spaces unlike having to do it all manually.
To decorate the farm users can purchase decorative items like fences hail bails and ornaments. Some of these decorative items have no real use other than to look pretty. However some do have their uses. Buildings like stables, sties and orchards allow the user to gather one type of animal or several trees (depending on the building) and store so many items of that type. This not only cleans up the farm so that animals are not cluttering the place, but also adds a more farm like feel to the game. Another pro from this is that the user can still harvest from the animals/trees stored and this can be done in one click. When harvesting the user can receive special presents, a baby animal or a ‘unknown’ mysterious tree.
Other than decorating the farm, the user can also work with their neighbours. Neighbours are friends of the user on their Facebook account who have accepted a request to become neighbour farmers. This creates a social aspect for the game and allows the user to build a community of people they know and can all share a common interest. To do this, Zynga have made it possible for users to interact on each other’s farms. A user can visit one of their friends and ‘help’ them out buy tending crops, fertilising crops and animals (buildings like the chicken coop) and sending a gift. Gifts can be sent without having to visit another users farm, there is a tab in the top menu that gives user the option to send gives and to multiple users too. This can come in handy when building a building. The user cannot simply buy a building ready for use (unless they have enough Farmville cash), so they have to collect items like nails and wood to build them. Users can ask their neighbours by sending a message on their wall asking for the supplies.
Users can also work together to fulfil co-op jobs. These jobs set a task of growing several crops to meet a deadline. Each crop in the job will need to be harvested a certain amount of times to complete it. There are several deadlines, all with their own medal of gold, sliver or bronze. The quicker the user completes the job, the higher the medal will be. By working together users can achieve the gold medal easier as long as they harvest the crop by a deadline. Working together is key for this and the user can view status bars letting them know how much of what has been planted, and the same for what has been harvested. Completing tasks will give the users a range of awards from money experience and gifts, but this again depends on the medal earned.
Frontierville
Frontierville in many respects is similar to Farmville, which isn’t so surprising as the same company produces it. However the idea of the game is rather different. Instead of creating and maintaining a farm, the user needs to develop their ranch. Similar features are the crops, animals, trees and buildings; but there are some differences within these.
The ranch is the area in which the user has to play on. On the ranch there is a wilderness that needs to be cleared. The wilderness includes grass, flowers, thorns, cacti and trees. All take some amount of energy to clear and all come with various rewards depending on what the user is trying to clear. Once a bit of land is cleared, the user can build and place things on this bit of land, allowing them to develop their homestead.
Crops and trees remain very much the same as before in Farmville, the user grows these and then harvests them for money, experience and food (this will be explained later on). The growing phases for trees are different in Fontierville as the user grows them from a sapling unlike Farmville where trees come ready grown. Once harvest the trees revert to the final growing stage before blooming with the fruit again. Crops are different. In Farmville, the user already has a set out bit of land already ploughed and ready to be seeded. In Frontierville, the user goes and buys the crop and places seeded plots on the land. These grow and bloom like in Farmville and are harvested too, however once the crops are harvested, the land become empty again.
Animals hold a different meaning in this game. The user doesn’t harvest from animals like they would in Farmville. The user buys or receives the animal when it is young and need to feed it for it to grow. Each animal has a set time for which it needs to be fed. With each feeding the young animal grows into a adult which can then be sold. When feed the animals, the user receives some rewards, and when the user sells the animal they receive some more.
Rewards come in various shape and sizes depending on where its came from. The two common across the board is money and experience and the only exception to these is buildings. Money and expedience hold the same values that they have in Farmville, allowing the user to possess more items to develop their ranch and the ability to get the rights to buy some of the greater valued items. Other things users can get are food and wood. Theses are both obtained by clearing and selling the appropriate things like trees and animals. Food is used as a currency to get energy that the user needs to carry out tasks like harvesting and feeding. The user has a set amount to begin with, which over time can be replenished. If the user is not patient then they can trade in some food for energy in the Market. Wood is used for construction when it comes to buildings, but it can also be used as a currency in the Market for some goods. Items can also be obtained for collections. These are predefined for what needs to be collected and where from. For example chickens will have their own collection. In each collection the user needs to find five different items from that one product (with chickens as the example the user needs to carry on feeding chickens to get a possible collection reward). Once the collection is complete by obtaining of five items, the user can then trade in the collection for a reward. This reward varies depending on the collection.
The user can purchase building from the Market. There are several types of buildings available ranging from homes to shops and services. The all have their own unique ability to help the user develop their ranch. This can be seen by looking into the building and seeing what can be made in there as well as but collecting bonus’ from all the building which give different things like money, experience and collection items depending on the building. Once placed the user needs to construct the building. This is done in two ways. First the user needs to physically construct a shell of the building. The user uses some of their energy to ‘whack’ the building into shape, and also some of their wood supply as wood is needed to build the buildings. Once this is complete (the amount of wood and energy needed is different for each building), the user can progress to collecting supplies for the building to complete the build. These items for collecting are again different for each building and often users need to call on their friends in order to collect all the items. These Items can be gifted or given when asked for, but this will be explained later on.
One big difference for this game is the use of missions. Missions play a big role in letting the user up-grade their ranch, sometimes by making things available or by boosting the amount of experience a user gets. These are a very social part of the game, encouraging users to work with their friends so that they can complete the mission. This can be done by asking friends for certain items or by having to visit and complete a task on the friends ranch. This is not the only social event in the game. It constantly asks for users to help friends and to ask them for help as well. By posting on users Facebook wall, the user asks for different items to help them fulfil a mission or collection. The user can also visit their friends ranches and help them out a little and send gives too, just like in Farmville. This can be a little intrusive at time as you may have your plot designed in a specific way so that you have grass/trees in a certain area but another user may come along and cut these away. So this social ability does have its drawbacks. Otherwise the socialising system is pretty much similar to that in Farmville, but more intense. The user can also send gifts to friends, helping them decorate the ranch; fulfil missions and complete collections.
QR Codes - Research
QR codes were created in 1994 by Denso-Wave. The codes consist of a 2D matrix, which acts as a link between the physical world and that of the Internet. This link is a powerful one, taking the user directly to the intended content be it a text, number or website. QR codes are monochrome codes made from a series of modules used to interpret the data. The modules form a pattern which when scanned, can be scanned from any direction as three markers set the position of the code. What makes this codes better than a bar code is the use of the 2D feature they have, as data can be stored along the code and up the code too. Depending on the data retrieved, the code can be accessed online or offline. Offline retrievals do not require an Internet connection as they are dealt with on the phone itself. Online codes do require an Internet connection, as they need to connect to a URL. Online codes are best for retrieving data to direct people to a website, something which has a lot of data; where as a offline code is best for small amount of text like a number or short text message.
QR codes are becoming popular for advertising in the western world as smart phones with the capability of decoding the QR codes are becoming widely available and allow advertisers to take the user directly to the product. When a user sees a QR code, they can retrieve the data from the code with a mobile smart phone. The phone needs to have a camera built into it and the own also needs to have installed a specialised app, capable of decoding QR codes. When using the app, the user can scan the QR code to retrieve the data it stores.
There are many different websites where people can get QR codes. The one used in the project was http://qrcode.kaywa.com/.
QR codes are becoming popular for advertising in the western world as smart phones with the capability of decoding the QR codes are becoming widely available and allow advertisers to take the user directly to the product. When a user sees a QR code, they can retrieve the data from the code with a mobile smart phone. The phone needs to have a camera built into it and the own also needs to have installed a specialised app, capable of decoding QR codes. When using the app, the user can scan the QR code to retrieve the data it stores.
There are many different websites where people can get QR codes. The one used in the project was http://qrcode.kaywa.com/.
Friday, 25 March 2011
Up-To-Date Development
This past week I have made the app look prettier and more working. The market is fully working with a house, box and fence all placeable, and the market stall for selling goods is also working. I've had problems where some of the movieclip have acted faulty (not layering properly and in the end preventing further development so for some of it), I have had to go back and start from the beginning as such.
Tuesday, 22 March 2011
Almost there
This is the latest development. The images are more impressive than the plain one used before.
Things left too be done are the market where the user sells their produce; some objects in the menu need to be made place-able and the start up plot needs to be created.
Things left too be done are the market where the user sells their produce; some objects in the menu need to be made place-able and the start up plot needs to be created.
Wednesday, 16 March 2011
Development Up-Date
This is the latest video of the development process. Its not perfect - there is some gliches with the animation which I hope to correct soon.
Left to do is the buildings and decorations, then I will be moving onto the final visual look.
Tuesday, 15 March 2011
Development Up-Date
This video demonstrates how far the final coding has come The user can plow and delete the plowed section. What is left to do is the seeding and buildings. Its still using simple images, but the more detailed ones will come towards the end.
Sunday, 13 March 2011
Development Up-Date
In this video, you can see the development of the menu options for using the farm. It has some interaction for placing/sowing items.
There is some things which need to be cleaned up - like the Tasks menu when it replays after the user has been then clicked on the Items menu.
With it being a mobile app, there will be no drag when planting/placing things etc, the drag on here is just to show there will be something there that will have an effect on how things will be placed (as seen in future up-dates).
Next I will be combining my efforts to make a more final look. This will not be the overall final look as a lot of the graphics are basic as I have been working on getting it functioning rather than looking pretty.
There is some things which need to be cleaned up - like the Tasks menu when it replays after the user has been then clicked on the Items menu.
With it being a mobile app, there will be no drag when planting/placing things etc, the drag on here is just to show there will be something there that will have an effect on how things will be placed (as seen in future up-dates).
Next I will be combining my efforts to make a more final look. This will not be the overall final look as a lot of the graphics are basic as I have been working on getting it functioning rather than looking pretty.
Saturday, 12 March 2011
Development Up-Date
So far as you've seen in in the last post I have begun developing the application. I've been spending the past week developing it, and truthfully I haven't gotten as far as I'd have like as I am learning as3 this time round. This latest video shows what I've been able to achieve lately.
Again, you can't actually see the mouse, but what you see is that with the whole thing not in one of the menu modes, the user can move the screen around when touching an empty area of space. When in the menu and selecting the plow tool, the user can the go and start to plow new plots of land. The user cannot move around in this mode.
Problems I feel I may have problems with is the actual planting seeds on new tiles as I am having troubles with arrays.
Again, you can't actually see the mouse, but what you see is that with the whole thing not in one of the menu modes, the user can move the screen around when touching an empty area of space. When in the menu and selecting the plow tool, the user can the go and start to plow new plots of land. The user cannot move around in this mode.
Problems I feel I may have problems with is the actual planting seeds on new tiles as I am having troubles with arrays.
Sunday, 6 March 2011
Creating the Concept
With this one, I have decided to try scripting in AS3. It's not the prettiest looking thing at the moment (visual designs will be done late) as I have been trying to work out the script.
This video has captured what I managed to do for making the plants work.
Its made with a series of buttons and gotoAndPlay scripting.
For buttons I've used the code:
movieClip.addEventListener(MouseEvent.CLICK, mouseClick);
function mouseClick(Event:MouseEvent):void{
gotoAndPlay(frame);
}
Mouse Events used were click and mouse_out.
I also learnt a way of going to the parent timeline as it is not as simple in AS2, the code I used was:
MovieClip(parent).gotoAndPlay(frame);
Friday, 4 March 2011
Concept Development
This section has a few sketches that I have created over how I would like the app to look.
This sketch shows the cycle of trees and plants. The user will receive
a price for the crops collected at the store and experience to help the user level up and receive more benefits in the game like the ability to use new crops and decorations as well as the ability to upgrade buildings.
a price for the crops collected at the store and experience to help the user level up and receive more benefits in the game like the ability to use new crops and decorations as well as the ability to upgrade buildings.
The stall is where the user sells what they have harvested from the trees and plants. To learn the benefits of Fairtrade, the user can choose who to sell the harvested items to, if it is a Fairtrade buyer who will give a fair price, or a corporate company who wants to get a much produce for the smallest price. The user also get bonus experience here, the amount varies depending on who the user sells the produce to.
The user starts of with a home, this is a very basic home, giving the user little to admire. The aim with buildings is to use them to get bonus', develop them into better buildings and add more like schools, doctors and shops, all there to help the user develop the area and see how much quicker a farmer can do this when going through Fairtrade.
Tuesday, 1 March 2011
Evaluation
This design has high notes and low notes. The high note is the background concept of getting people involved and looking out Fairtrade products. Fairtrade is a unique charity, and this is a unique approach to introducing Fairtrade to peoples daily lives. By getting people to go out and look for the products, they will be experiencing new places and products which they them may incorporate into their daily lives. This design helps to raise awareness and get people to donate by going out and buying Fairtrade products. By trying new products, people may feel that they can incorporate these products into their lives, generating a constant source of donation.
However, the low note of this design is that it is not all that interesting. The idea of using jigsaws can be boring. Jigsaws can be time consuming and by creating a jigsaw which you have to go on a treasure hunt for can be boring and lead to the user neglecting and ultimately discarding the app. For this reason, the app needs to be developed more. When receiving feedback in the presentations for Collaboration and Professional Association 01, one thing mentioned was to create a mobile game like FarmVille which people could constantly play. This idea had already been thought of, but also discarded almost straight away as it wouldn’t be an original idea. After some thought, and game play on Facebook, however there are several other games like Farmville but not, like FrontierVille which have inspired ideas as to how this could work and not be a copy of FarmVille. Therefore, the app will be developed to a role-playing game with the same thought of going out and exploring Fairtrade.
However, the low note of this design is that it is not all that interesting. The idea of using jigsaws can be boring. Jigsaws can be time consuming and by creating a jigsaw which you have to go on a treasure hunt for can be boring and lead to the user neglecting and ultimately discarding the app. For this reason, the app needs to be developed more. When receiving feedback in the presentations for Collaboration and Professional Association 01, one thing mentioned was to create a mobile game like FarmVille which people could constantly play. This idea had already been thought of, but also discarded almost straight away as it wouldn’t be an original idea. After some thought, and game play on Facebook, however there are several other games like Farmville but not, like FrontierVille which have inspired ideas as to how this could work and not be a copy of FarmVille. Therefore, the app will be developed to a role-playing game with the same thought of going out and exploring Fairtrade.
Storyboard
1. A QR code is scanned. Then the user logs in (if not already). |
2. The user receives the piece linked to the code they scanned... |
...and a letter from the producer (the user can flit between the two by touching the letter/piece). |
3. The user can then go into the puzzle and place the jigsaw piece. |
4. Once the piece is placed, the user can then look to see where to find other pieces to complete the puzzle by holding on the empty piece. |
5. The user can go to the menu and look at other puzzles. |
6. The user can go to other puzzles to view their progress, and place pieces that they didn’t have time to do straight away. |
7. Once finished, the user gets to play a mini game and enters a scoreboard. Or they can enter a competition depending on the puzzle. |
8. With each complete jigsaw, the user receives one new piece for a final jigsaw. |
9. Once they have collected enough pieces and finish the final jigsaw, the user can then enter one last ultimate competition. |
Developing The Concept
When creating the original app in final outcome was a flash file. This section will look into the making and development of the original one.
The app will require an additional app for the QR scanner, but these can be gotten from a app market depending on the phone for free. From there the user can scan a QR code on the package of a Fairtrade product. To begin with, several different codes were created, to see the outcomes they have. The first code when scanned the user receives the words “It Works!’.Originally the app was going to have a password to unlock different pieces that the user would get from scanning the OR code.
The next one created was linked to a page on my own website. It had the same effect as the previous code, expect it took the user to the website. This code is now disabled as the web page it was directed to has now been taken down. This one seems more appropriate as a database can be stored on the website so that when one user finds a code, it can be stored and used in the app, rather than having the delay of having to input a code like the previous one.
Once the QR code is scanned, the user will then be asked to log in if they are not already logged in. This is so that the users information is stored for them and doesn’t get mixed with other users information. Once logged in, the user can then view their new jigsaw piece and also a letter from a producer. The letter will give the user an insight to the life of the producer before and after Fairtrade has helped them. After viewing the letter and new piece, the user can then go and place the jigsaw piece in it’s puzzle. There will be several puzzles all dedicated to different products and brands involved with Fairtrade. Once a puzzle is complete, the user can then enter a competition or play a mini game to be entered on a scoreboard.
The process of this can be seen on a blog documenting the progress of making the original design. This can be seen at http://de0966.blogspot.com/.
The Benefits
The benefits of this application are wide. For starters, the app promotes Fair Trade, making even more recognisable as more people learn what it means. It also means that people will be more open to it as it is something they see more of, recognise and decide to try. Another benefit of the app is that it demonstrates the amount of Fair Trade products there are, as well how your regular brand is incorporating Fair Trade into their products. This will eliminate the perceived idea that Fair Trade is expensive. In some cases it may by more than your regular, but in the end it is never that much and the user may be will to switch and become loyal to that new brand. The app is also good for companies who sell the products too as it takes them into account for people looking for different products. This could change where people shop as it is introducing them to places they may never have thought to go and this generates sales for that company.
The app will require an additional app for the QR scanner, but these can be gotten from a app market depending on the phone for free. From there the user can scan a QR code on the package of a Fairtrade product. To begin with, several different codes were created, to see the outcomes they have. The first code when scanned the user receives the words “It Works!’.Originally the app was going to have a password to unlock different pieces that the user would get from scanning the OR code.
The next one created was linked to a page on my own website. It had the same effect as the previous code, expect it took the user to the website. This code is now disabled as the web page it was directed to has now been taken down. This one seems more appropriate as a database can be stored on the website so that when one user finds a code, it can be stored and used in the app, rather than having the delay of having to input a code like the previous one.
Once the QR code is scanned, the user will then be asked to log in if they are not already logged in. This is so that the users information is stored for them and doesn’t get mixed with other users information. Once logged in, the user can then view their new jigsaw piece and also a letter from a producer. The letter will give the user an insight to the life of the producer before and after Fairtrade has helped them. After viewing the letter and new piece, the user can then go and place the jigsaw piece in it’s puzzle. There will be several puzzles all dedicated to different products and brands involved with Fairtrade. Once a puzzle is complete, the user can then enter a competition or play a mini game to be entered on a scoreboard.
The process of this can be seen on a blog documenting the progress of making the original design. This can be seen at http://de0966.blogspot.com/.
The Benefits
The benefits of this application are wide. For starters, the app promotes Fair Trade, making even more recognisable as more people learn what it means. It also means that people will be more open to it as it is something they see more of, recognise and decide to try. Another benefit of the app is that it demonstrates the amount of Fair Trade products there are, as well how your regular brand is incorporating Fair Trade into their products. This will eliminate the perceived idea that Fair Trade is expensive. In some cases it may by more than your regular, but in the end it is never that much and the user may be will to switch and become loyal to that new brand. The app is also good for companies who sell the products too as it takes them into account for people looking for different products. This could change where people shop as it is introducing them to places they may never have thought to go and this generates sales for that company.
Sunday, 27 February 2011
The Concept
The concept which was carried on was Idea Four. This is because it had more room to explore and encouraged people to go and find Fairtrade and what it can mean to them on their own terms rather than in a way that is forced onto them. It is also a more innovative way of getting the message across rather than redesigning old tricks like websites and video campaigns.
Developing The Idea
The original idea for this was very basic, so this has plenty of room for development. This idea is creating a marketing campaign for Fairtrade, helping to raise awareness of the charity and increase the sale of produce. With this in mind, the campaign is to encourage people to get involved with Fairtrade and spark an interest in the products. The marketing campaign will revolve around a mobile application (app) so that it can be carried around and used without intruding the user’s life. An application developed is to encourage people to see what’s around them and make them and explore Faortrade, slowly introducing them to the products at their own pace rather than forcing it upon them. Through this exploration, the user can see how Fairtrade can fit into their lives and find new things they enjoy.
The use of QR codes is that each product is different from the other, there is a range of Fairtrade products all come from different places, so each product will have its own unique QR code on the packaging of a product. This code can be scanned by a smart phone with a QR scanner app and will be recognised by the app. The idea of the app is that the user go out and collect as many different product codes as possible for them, so that they are going out and exploring the Fairtrade world and seeing what is available to them. The app will be a series of jigsaws for the user to collect the pieces of. With each product there is a new piece for the jigsaw. The user collects each piece until the jigsaw is completed. Once it is complete, the user gets a new jigsaw piece for one final jigsaw. At the end of each puzzle, the user can enter a competition. As competitions have to come to an end, mini games will be provided where users can compete with other users to get high scores.
To help raise awareness, the user will receive a letter when they scan the QR code. The letter will be from a producer relating to the product and gives the user some insight to the lives these farmers have had, and how Fairtrade has helped to make a different. The letters will be personalized to the user, letting the user develop a bond with the producer and product when they get a letter. The letters can only be viewed once when the user collects the piece, but it won’t be forced onto them, they can choose not to read and carry on putting the jigsaw piece in the jigsaw. As most charities use some emotional pull to get peoples attention, this will be the job of the letters. As the letters will be insightful of the producers life, it will look at how they coped with out Fairtrade as the user needs to understand the need for Fairtrade. However, this will not be the main focus. As Fairtrade is a happier charity than others, the letters will look more to the benefit of Fairtrade and the effect this has on people around them.
Here is some sketches to show how it would work.
Heres a presentation I made in the last module to present my idea.
Developing The Idea
The original idea for this was very basic, so this has plenty of room for development. This idea is creating a marketing campaign for Fairtrade, helping to raise awareness of the charity and increase the sale of produce. With this in mind, the campaign is to encourage people to get involved with Fairtrade and spark an interest in the products. The marketing campaign will revolve around a mobile application (app) so that it can be carried around and used without intruding the user’s life. An application developed is to encourage people to see what’s around them and make them and explore Faortrade, slowly introducing them to the products at their own pace rather than forcing it upon them. Through this exploration, the user can see how Fairtrade can fit into their lives and find new things they enjoy.
The use of QR codes is that each product is different from the other, there is a range of Fairtrade products all come from different places, so each product will have its own unique QR code on the packaging of a product. This code can be scanned by a smart phone with a QR scanner app and will be recognised by the app. The idea of the app is that the user go out and collect as many different product codes as possible for them, so that they are going out and exploring the Fairtrade world and seeing what is available to them. The app will be a series of jigsaws for the user to collect the pieces of. With each product there is a new piece for the jigsaw. The user collects each piece until the jigsaw is completed. Once it is complete, the user gets a new jigsaw piece for one final jigsaw. At the end of each puzzle, the user can enter a competition. As competitions have to come to an end, mini games will be provided where users can compete with other users to get high scores.
To help raise awareness, the user will receive a letter when they scan the QR code. The letter will be from a producer relating to the product and gives the user some insight to the lives these farmers have had, and how Fairtrade has helped to make a different. The letters will be personalized to the user, letting the user develop a bond with the producer and product when they get a letter. The letters can only be viewed once when the user collects the piece, but it won’t be forced onto them, they can choose not to read and carry on putting the jigsaw piece in the jigsaw. As most charities use some emotional pull to get peoples attention, this will be the job of the letters. As the letters will be insightful of the producers life, it will look at how they coped with out Fairtrade as the user needs to understand the need for Fairtrade. However, this will not be the main focus. As Fairtrade is a happier charity than others, the letters will look more to the benefit of Fairtrade and the effect this has on people around them.
Here is some sketches to show how it would work.
1. The user uses a QR scanner to scan the code and retrieve the piece. |
2. Once the user receives the piece they can view a letter by the producer. |
3. The user can then place the piece in the jigsaw. |
|
Heres a presentation I made in the last module to present my idea.
Friday, 25 February 2011
Concept Ideas
These are the original concepts ideas from the previous module.
Idea One
This concept was to create a animation using striking graphics to draw people in, possibly using kinetic typography. This would be designed to directly deliver the message of Fairtrade, making it more fresh and youthful so that it appeals to a wider range of people. This animation could have been used in a number of ways, an ad campaign on TV, a viral video on the internet or even in e-mails sent out and on the FairTrade website as the first thing someone see when they visit as they know what it’s all about from the start. This has been successful for some campaigns already, making this idea not very innovative, but as it’s for a charity it can be very different form existing ones. An existing example is ‘The Universal Declaration of Human Rights’ kinetic typography video which has a strong empathize on the words within the video but is complimented by the graphics in it too. However, the colours used are very neutral making it not the most striking thing to keep watching. The video for this can be seen on YouTube.
Idea Two
When looking at the website, for most charities, the first page has everything possible crammed on. For this reason, the second idea was to reinvent the charity’s website. This idea was to restructure the whole site, making for focused on getting people involved with Fairtrade, and making it more user friendly, some things as not always clear for the user. Another thing, which I feel charities in general don’t do it let people donate straight off. At the moment most charity websites have a link to a page which tells people the different ways to donate and then to another to link. This delay make take people off the path of going to donate as they get sidetracked by everything they see on that home page. For this reason the site will be designed to let people donate as fast as they can upon entering the site without making people feel they have to do it.
Idea Three
This idea is to create a global market place which is solely for Fairtrade produce. A website will be designed so that people can browse Fairtrade goods and purchase them straight from the producer. So far Fairtrade is available in shops, especially places where food or drink is sold. However food and drink are not the only Fairtrade items, clothes and cosmetics as fast becoming available with Fairtrade ingredients. With this in mind, a website will be produced so that there is a place where people can go directly to get Fairtrade items. The site will work with shops already selling the Fairtrade items, but will work with producers and manufacturers of Fairtrade items to create and arena where the quality goods are showcased giving them a more respectable environment. People expect to see everything on the internet,and by doing this, the producers will get a more equal chance of selling the goods themselves rather than through someone else.
Idea Four
This idea is a vague one. Using either augmented reality or QR codes, create a more interesting packaging. The outcome of the codes can be a wide range of things from films about Fairtrade and the products to the farmers growing the produce, to a game where people can collect things and explore Fairtrade making it more known to individuals. The content can be anything, but it is the idea of getting people involved with Fairtrade and buying it. Whether it be a simple message or something to play, the collection of the codes will allow people to go out and explore Fairtrade on their own terms.
Idea One
This concept was to create a animation using striking graphics to draw people in, possibly using kinetic typography. This would be designed to directly deliver the message of Fairtrade, making it more fresh and youthful so that it appeals to a wider range of people. This animation could have been used in a number of ways, an ad campaign on TV, a viral video on the internet or even in e-mails sent out and on the FairTrade website as the first thing someone see when they visit as they know what it’s all about from the start. This has been successful for some campaigns already, making this idea not very innovative, but as it’s for a charity it can be very different form existing ones. An existing example is ‘The Universal Declaration of Human Rights’ kinetic typography video which has a strong empathize on the words within the video but is complimented by the graphics in it too. However, the colours used are very neutral making it not the most striking thing to keep watching. The video for this can be seen on YouTube.
Idea Two
When looking at the website, for most charities, the first page has everything possible crammed on. For this reason, the second idea was to reinvent the charity’s website. This idea was to restructure the whole site, making for focused on getting people involved with Fairtrade, and making it more user friendly, some things as not always clear for the user. Another thing, which I feel charities in general don’t do it let people donate straight off. At the moment most charity websites have a link to a page which tells people the different ways to donate and then to another to link. This delay make take people off the path of going to donate as they get sidetracked by everything they see on that home page. For this reason the site will be designed to let people donate as fast as they can upon entering the site without making people feel they have to do it.
Idea Three
This idea is to create a global market place which is solely for Fairtrade produce. A website will be designed so that people can browse Fairtrade goods and purchase them straight from the producer. So far Fairtrade is available in shops, especially places where food or drink is sold. However food and drink are not the only Fairtrade items, clothes and cosmetics as fast becoming available with Fairtrade ingredients. With this in mind, a website will be produced so that there is a place where people can go directly to get Fairtrade items. The site will work with shops already selling the Fairtrade items, but will work with producers and manufacturers of Fairtrade items to create and arena where the quality goods are showcased giving them a more respectable environment. People expect to see everything on the internet,and by doing this, the producers will get a more equal chance of selling the goods themselves rather than through someone else.
Idea Four
This idea is a vague one. Using either augmented reality or QR codes, create a more interesting packaging. The outcome of the codes can be a wide range of things from films about Fairtrade and the products to the farmers growing the produce, to a game where people can collect things and explore Fairtrade making it more known to individuals. The content can be anything, but it is the idea of getting people involved with Fairtrade and buying it. Whether it be a simple message or something to play, the collection of the codes will allow people to go out and explore Fairtrade on their own terms.
Thursday, 24 February 2011
Research
Fairtrade
Other than acting as a middleman to get a fairer deal, Fairtrade campaign to get the message across that it is out there and the products are great. This is done in many ways, getting schools involved so that people learn of early, in schools, Fairtrade is on some of the syllabus’. There are also Fair Trade events where some Fairtrade goods are sold.
Campaigning
Fairtrade fund-raise for many reasons, one being to help raise awareness of Fairtrade and what that means for everyone involved, especially the producers. To do this, campaigns are the main activity, but these take on different forms. Campaigns are done within communities to help incorporate Fairtrade into their everyday lives, whether it be a school community or a village/town community,. These campaigns work within different communities:
To become a Fairtrade town, all the different communities need to come together can do their best to incorporate Fairtrade. To do this, Fairtrade have set five goals for towns to achieve.
1. Local council passes a resolution supporting Fairtrade, and agrees to serve Fairtrade products (for example, in meetings, offices and canteens).
2. A range of (at least two) Fairtrade products are readily available in the area’s retail outlets (shops, supermarkets, newsagents, petrol stations) and served in local catering outlets (cafés, restaurants, pubs).
3. Local workplaces and community organisations (places of worship, schools, universities, colleges and other community organisations) support Fairtrade and use Fairtrade products whenever possible. Populations over 100,000 will also need a flagship employer.
4. Media coverage and events raise awareness and understanding of Fairtrade across the community.
5. A local Fairtrade steering group is convened to ensure the Fairtrade Town campaign continues to develop and gain new support.
The following image shows the influence different groups can have on a town to achieve the Fairtrade status.
All the different campaigns have similar goals, all designed to raise awareness of Fairtrade in that community and ensure that the products are being used. It is believed that by uniting in the fight for fairer trading standards the voice for justice will be heard. With this in mind, another event Fairtrade do is Fairtrade Fortnight.Here all the communities spend two weeks promoting Fairtrade within the community creatively as they like. The idea is to get people to raise their voice and let people know that they support Fairtrade. Stalls, point of sales and people dressed up as Fairtrade food are popular ways of doing this.
Other than acting as a middleman to get a fairer deal, Fairtrade campaign to get the message across that it is out there and the products are great. This is done in many ways, getting schools involved so that people learn of early, in schools, Fairtrade is on some of the syllabus’. There are also Fair Trade events where some Fairtrade goods are sold.
Campaigning
Fairtrade fund-raise for many reasons, one being to help raise awareness of Fairtrade and what that means for everyone involved, especially the producers. To do this, campaigns are the main activity, but these take on different forms. Campaigns are done within communities to help incorporate Fairtrade into their everyday lives, whether it be a school community or a village/town community,. These campaigns work within different communities:
- Towns
- Universities and Colleges
- Schools
- Places of Worship
- Workplace
To become a Fairtrade town, all the different communities need to come together can do their best to incorporate Fairtrade. To do this, Fairtrade have set five goals for towns to achieve.
1. Local council passes a resolution supporting Fairtrade, and agrees to serve Fairtrade products (for example, in meetings, offices and canteens).
2. A range of (at least two) Fairtrade products are readily available in the area’s retail outlets (shops, supermarkets, newsagents, petrol stations) and served in local catering outlets (cafés, restaurants, pubs).
3. Local workplaces and community organisations (places of worship, schools, universities, colleges and other community organisations) support Fairtrade and use Fairtrade products whenever possible. Populations over 100,000 will also need a flagship employer.
4. Media coverage and events raise awareness and understanding of Fairtrade across the community.
5. A local Fairtrade steering group is convened to ensure the Fairtrade Town campaign continues to develop and gain new support.
The following image shows the influence different groups can have on a town to achieve the Fairtrade status.
All the different campaigns have similar goals, all designed to raise awareness of Fairtrade in that community and ensure that the products are being used. It is believed that by uniting in the fight for fairer trading standards the voice for justice will be heard. With this in mind, another event Fairtrade do is Fairtrade Fortnight.Here all the communities spend two weeks promoting Fairtrade within the community creatively as they like. The idea is to get people to raise their voice and let people know that they support Fairtrade. Stalls, point of sales and people dressed up as Fairtrade food are popular ways of doing this.
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