Thursday, November 19, 2009

5th Street "FunQuest" Use Case

A placard will be installed at the 5th Street Bridge (probably near the bus stop) to inform passersby of a new augmented reality project built specifically for that place. It will display a simple advertisement and website where Tech students can download the cell phone app from. Students who have the app will be able to load it once they are physically located within the place, and will be greeted with the following message:
"Welcome to 5th Street FunQuest!

Using this app is simple. Search around you for markers (they look like this ) in the real world, then tap on them for a fun prize!

Have fun!"
After clsoing the on-screen instructions, the user will then begin the searching phase of the interaction, in which they explore the space around them for tags embedded at various locations (in the ground, on a wall, etc.). Some tags may be well-hidden, and finding one tag may put the user in a position to quickly find another. As the user approaches a tag, an icon will fade in above it on the cell phone screen, and once this icon is fully visible and the user taps it, a message will appear with the text "Marker Found!". At this point, the searching phase will end and the playing phase will begin, though how exactly the user "plays" will vary depending on the type of marker they have found. Possibilities include reading fun facts about the bridge or Tech in general, playing with a virtual toy, and playing a virtual game that takes advantage of the user's position. The virtual games will have a time limit, and winning them will give the user a "prize", such as a coupon for a restaurant located near the 5th Street Bridge. The number of prizes a user can win in a single day will be limited to three, so that the user does not win too much money and also has a reason to keep using the app on other days.

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