Quercus

Data Experience Design

Quercus explores new ways of interacting with information and data. I am conducting an experiment on how streaming pieces of information around us can be used to design games and change the interaction between the player and the game. Advances in technology enable us to be always engaged in play. Players can not only play, but also shape the games themselves by sharing their information. Data is driving experience design forward and has the potential to shift and enrich gaming experiences.



Quercus has two parts: A web application and the game itself. The web app. collects the participants’ personal information from their mobile devices and links it to the non-player characters in the game. Every NPC in the game is an avatar of a real person. The behaviour of each game character depends on the behaviour of a person it is linked to. The more active a user is, the faster the linked to that user game character is. The battery status is correlated to the robot’s power; lower battery means less damage with a single shot the robot can make. As a result the game becomes something between a multiplayer and a single-player game. In single player games, you play against the computer. In multiplayer games, play happens in real time between two or more individuals. Quercus is neither. The opponents are generated by real time data from other users, but they themselves do interact with your play.


architecture

Web App: HTML5, CSS, JS
The game: Unity3d - C#
Modelling: 3ds Max



The Poster
Quercus has been exhibited at GradEx 101

poster

Data collected:
Geolocation
Accelerometer
Gyroscope
Battery Status
Date|Time
Ambient Light Events


A quick test of an NPC.

tree