A game for edutainment
We play games, play them again, try to find the pattern, and master it.
Then what???!! We get bored.
A game which aims to evolve as both players evolve and learn from each other's strategies.
Contriver means a person who deliberately uses his/her skills to execute a plan. One who creates or introduces something new.
The interface inspiration came from Following three lenses:
Dynabook by Alan Kay, HyperCard by Bill Atkinson, and MEMEX by Vannevar Bush.
Dynabook by Alan Kay
An idea of creating an environment
to build and learn something meaningful
HyperCard by Bill Atkinson
Information organization, management,
and control of the external environment to satisfy one's own specific needs.
Information & Control
MEMEX by Vannevar Bush
Access to bewildering store of knowledge to see the area has already been explored and areas are yet to explore.
Track of Trails
Also, seeing through these lenses made clear the idea of:
Personalizing the interface for the customized experience.
Which is the core part of Contriver
Let's Play CONTRIVER
Contriver is divided into two parts thus two players.
Design level for player B
Skills - 800 Points
Difficulty level – 1000 Points
Location - 2000 Points
Player A becomes meta designer
who is designing a stage for player B
B has to win points to unlock the criterion to build level for player A
Player B becomes the designer
who is going to set rules for next stage by playing and winning designed stage by A
Player A's output becomes input for
Player B's input
becomes output for
Gordon Pask's “I/you-referenced” interaction: Not only does the second system take in the output of the first, but the first also takes in the output of the second.Each has the choice to respond to the other or not.
When one player plays, other becomes the observer
Level Design Interface
1. Select A Game Theme
2. Customize Selected Game Theme
3. Build Your Own Level
Player A Game Theme & Task:
Building a house to survive in Caribou, Maine - 2 Adults and 1 Child
Detail 3D INTERFACE
CONTRIVER gives an opportunity to players to personalize each level by customizing elements. So, players can build different patterns at each level.
Introductory screen: Once Player A publishes a level, Player B gets to play the level.
An introductory screen can help player B to understand the upcoming task and challenges.
PLAYER B: PLAY INTERFACE
Level Design Interface
What player A and B are Learning?
N possible ways to conquer
the same challenge
Observe B's actions so A can
prepare for his/her turn
Improvement of an idea by
Cognitively calculating the
architecture vs experience
Simultaneously learning player
A's thinking process
Recalling his/her learning
Now, it's player B turn to create a level
A has to win to unlock the elements to build level for player B
Player A becomes the designer
who is going to set rules for next stage by playing and winning designed stage by B
B won points to unlock
Duration– 150 Points
Skills – 800 Points
Difficulty Level – 1000 Points
B could not win
Location – 2000 point to change next level location
Player B becomes meta designer
who is designing a stage for player A