Perspective

WHEN

Spring 2017, Interactive III

ROLE

UI, UX, Concept

PROJECT BRIEF

Perspective is a fidget game exploration that questions the idea of bridging gaps between dimensions. Combining physics with a flat screen, Perspective examines matter and its motion through space and time. What if 2D shapes were not only activated by their space and reactions, but yours too?

WHY DO WE NEED IT?

Why?

DIMENSIONS

The idea started with reimagining touch-screens in a three dimensional space. I sketched each interaction of an app as it related to physics: an initial force and its chain reaction. How does the force of your thumb bring you a new screen? In what direction are screens coming from? How would the architecture of an app look altogether? 

sketchbook-perspective

User Flow

sketchflow-perspective
sketchflow-2-perspective

Simple shapes are activated by the users touch. Once the shapes are triggered, the user must catch all of them in the bottom box. The angle of their phone affects where the box is. After all the shapes are caught, the user drops the box into a hole, dropping them into the next level. 

MOTION FLOW 01

Fall In, Reset 

The game loads in with the shapes falling into place. If the user messes up or fails, they hit reset.

MOTION FLOW 02

Help, Catch Shapes

If the user gets stuck, there's a help button to point them in the right direction. With the help then they can catch the shapes to beat the game. 

MOTION FLOW 03

Changing Perspective

The final objective of the user is to catch the red ball. This involves them to rotate their phone which changes the perspective of the shapes.

Want to know what I'll say later?

rileyyank[at]gmail.com

How socially awkward am I?

Need a slick piece of paper?