Design Guide

Checklist

Accessibility

  • Blind Engagement: Audio in the AR app.
  • Sight Impaired Engagement: High contrast imagery.
  • Hearing Impaired Engagement: Text on targets or in the AR app?
  • Neurodiverse Engagement (including dyslexia): Slow pacing and straightforward layout.
  • Physically Impaired Engagement: target and priced-object heights and positions that are accessible for all ages and wheel chair.

Educational

  • Integrated History: Synthesis of History (applying the history in a way that creates new meanings or structures. Games are great for this)
  • Meeting State standards: Needs more development.

Socio-Emotional

  • Our Tribal Nature: The team-based gameplay and diverse characters
  • Our Primal Reactions: The art, design, animation and character stories.
  • Our Valuation Process: The game-play; navigating the space, assessing clues, and making purchasing choices .
  • Our World View: The educational lessons will shape this.

Inclusion

  • Avoid Implicit Bias both visually and within the text
  • Include minorities and women

Entertainment Delivery

  • Imagery, Motion, Audio: Build into the AR
  • Build Expectations: Dynamic Introduction - this needs to be developed into the app or on a poster or in a video or all of these?
  • Intermittent Anticipation: Maintain engagement by mixing up the art styles for the historical characters.
  • Targeted to the Audience: All Ages - 3rd grade and up.
  • Gamification: Roleplay + scavanger hunt
  • Story Driven: 4 part Historical fiction

Copyright

Appropriated assets must be: free for use through a creative commons license, with written consent or purchased.



Accessibility Design

The design will utilize a system of progressive enhancement that begins with a compelling written story at it's core. Each enhancement will then integrate audio, imagery, motion and visual text that will accommodate a sight impaired, hearing impaired, physically impaired and neurodiverse population of all ages. In addition, the design will facilitate science learning within the context of the human experience. The EPIC accessibility Design Guide

Blind Engagement

Voice narration will be written in a "visual narrative" style that integrates descriptions of the animation, video and images.

Sight Impaired Engagement: Imaging

Images will be high contrast and understandable for the color blind. Images can be tested for color blind accommodation in Photoshop as gray scale, and 2 types of red-green color- blindness: Protaniopa and Deuteraniopa.

Hearing Impaired Engagement

Captions for video and animation dialogue will be integrated (not added after). Examples:


Neurodiverse Engagement

Live action video, animation and special effects will be paced in way that does not cause negative reactions or stress to persons with cognitive challenges such as autism or epilepsy.

  • Overall pacing that is easy to follow.
  • Avoiding abrupt visual changes
  • Avoiding large rapid-fire animation
  • Avoiding overlaid complimentary colors

Example:

Dyslectic Engagement

The media will utilize type design that is optimized for dyslectic persons.

Physically Impaired Engagement

The location of the AR targets and the content will be optimized for persons at a wide range of heights and with limited range of motion in their necks.

Socio-Emotional Strategy

The narrative for the mystery will be driven by four primary sociological, cognitive drivers of the human experience.

Our Tribal Brain:

is processed by the Limbic System in our brain, which has no capacity for language and is strictly focused on how we feel. The sense of belonging to a group is among the strongest drivers of human action and addresses the "why" we might believe or do many things. In your media, ask, then answer, the question: do we share a common belief about the way the world is or the way it should be.

  • The team-based gameplay and competition could carry the weight of this.
  • Inclusive historical and role play character choices can connect a diverse range of people to the history of GR..

Our Primal Brain

The hindbrain and medulla is sometimes referred to as our "lizard" or "fight or flight" brains. It is our emotional selves. Targeting one or more the 6 basic primal emotions we all share: joy, fear, disgust, surprise, sadness, anger, will anchor an effective design strategy. Here is a more extensive and nuanced list.

  • The art, design, animation and character stories will carry the weight of this.

Our Logical Brain

Evaluation occurs in our neocortex, which evolved as we became homo sapiens. This is the appeal to logic. It's where rational and analytical thought occurs and language is processed. Facts, figures and diagrams are created and processed here. The value we assign them, however, is profoundly influenced by our primal and tribal natures.

  • The game-play; navigating the space, assessing clues, and making purchasing choices should trigger this.

Our Knowledgable Brain

This is the fundamental cognitive orientation of an individual encompassing the whole of their knowledge and point of view. It is built on lessons learned and remembered. The hippocampus is where long term memories are organized , but the actual memory bits are located at various places in the cortex where they are associated with sensory experiences and other tangential, previously stored memories that connect with and provide context for the new ones. Experiences that affect a person's world view, must be memorable and include an explicit or implicit call to action.

  • The educational lessons will shape this... but only if it is wrapped in engaging narrative.

Inclusion

Implicit Bias

Our targeted audiences and users will range in age, gender, race, ethnicity, and neurodiversity. It is important for us to avoid negative stereotypes and implicit bias. Examples of implicit bias can include unconscious stereotyping based on gender, race, fashion choices, body types, etc. The key difference between implicit bias and racism, sexism, etc. is that it is not a conscious choice. Rather it is subtly and constantly shaped by one's upbringing and socio-cultural environment.

Optics

Integrating and showing gender, ethnic, racial, age, neuro and physical ability diversity is critical to connecting with all people. And, it is up to media creators to beat the drum of inclusion in everything we do.


Entertainment Based Delivery

Writing example from the EPIC CYC project of four part narrative integrated with sociologically driven content

Overall Experience

  • Use production methods and genres, such as animation, live-action video and games, that can compete with entertainment media in popular culture.
  • Include a brief, early introduction to the material that sets the overall emotional tone and builds expectations. This will create a dynamic 'expected experience' that will blend with our 'actual experience' to create a more engaging 'perceived experience'
  • Maintain an anticipatory state in the user/audience by creating new and novel experiences through variety in production styles, narrative surprises and novel interactivity.
  • Create content narratives written from or to the point of view of the target audience.

Games

  • should integrate the informational/educational content into the gameplay and avoid simply using the gameplay as a reward system.


Linear Time-Based Works

  • such as animation, books and video, should consider a four part story that includes:
    1. Life in Balance: the world in its normal state
    2. Set up: the problem is presented, usually in the form of conflict. The conflict can be with the environment, external natural forces, the self or other persons.
    3. Body: the problem for the protagonist is exacerbated by internal or external forces (can have one, several or many parts).
    4. Resolution: the problem solved, balance restored ... or not. Optionally, the resolution can require one of the main protagonists or antagonists to make a moral decision in order to move the plot to it's end point. Many of the most successful stories in history contain this "moment of grace" component.

Copyright

Do not use licensed characters or environments Do not use images or audio from the internet unless you purchase them or receive expressed written consent or they are provided free for use through a creative commons license. Do not use images, audio recordings or video of people with out their knowledge and consent. Here is our model release form.