Seeing and Hearing Clearly 1

One of the main importance of the game we are creating focusses on the sense swapping involving hearing and sight. Below  are the early iteration of the screen the players will see the first being able to hear  but not see well/at all and the second being able to see but not hear well/at all

Hear well but not see well

hud blind
This is the design teams first iteration of no/minimal vision and good hearing. Top left contains the indicator that the other person wants to swap senses, the two sticks indicate the hands, hands,  bottom left is the radar that shows where the ping coming from, the red image is the other person and their location and the screen is covered with a form of static that makes it hard to see.

One concern that was raised is that for a visual effect, that static is good, but if you are playing a game with this filter over a long period of time, this filter can make the game extremely unplayable or nauseating and should be changed to something more simple and less sensory overload experience.

See well but not Hear well

Hud Sight

A lot of the features found above will be here as well with few major changes. Immediately the vission is a lot more clear but there is a mute button on the top right and the minimap is inturn not working and on the top left, there is still the icon for the indication to swap senses.

The reason for the mute noise is to give the player a visual indication of what they are lacking this includes the radar.

Overall these serves as the first few iterations of the HUD.


The missing piece

There has been a rising concern within the group regarding the concept around the game so we decided to write down all that we considered is guaranteed, at least unchanging from our idea.

The mechanic of the game

Sense Swapping – Sight + sound

This is the core mechanic of the game use to explore the balance of power or the change in balance of power

With the focus of team work.

It will by a stylised aesthetic because of constraints.


It will be set up as a multiplayer game as a lan, to split the screen.


Rovers/robot are injured in the beginning. Have to work together or it wont work.

The aliens come into pair that’s why the players have to work together most of the time for it to work.

The explorers are AI that learns Self preservation thats why they swap eyes, hearing modules.

Exploring for future habitation.
Not mars. Planet surface is hot thats why they live underground. Big Eyes if they live underground.

Colour scheme from blue to purple to red

\Thats it so far.



Sight beyond Sight

The design of the sense is something I’m researching as it is one of the more integral parts of the game, how the user feels the surrounding.

taking from current existing projects, the Mars Science Laboratory, more coliqualy called Curiosity Rover, is a recent space project that traveled from Earth to Mars for scientific exploration and analysis. It is designed to be fully automated, (remotely controlled) and a mobile lab to test what is already on Mars.


As long as it isn’t damaged, the power source of the Curiosity rover will run for a long time. It uses a reactor to keep it going which at current estimates and if everything goes according to plan, it will last about 14 years.


It has many instruments to analyse its surrounding.

Mast Camera

It can capture video at a high rate. Is also can produce video stereo multispectral images which allows scientific studies of landscape physiology, rocks and ice. This also allows unprecedented observations of the atmosphere and meteorological events.

Marse hand Lens Imager

Another camera but designed for close up inspections of rocks and minerals and soil

Chemistry & Mineralogy X-Ray Diffraction

It is used to analyse the rocks and crystal with X-Ray energy and detect the way it refracts on the mineral to determine the type and nature of the encounted mineral because elements and mineral refract in specific ways

Chem Cam

Capable of high-resolution images from five to ten times as sharp compared to Mast Camera

Sample Analysis at Mars  Instrument Suite

This is the instrument that looks for the signs of life, looking for compounds of the element carbon including methane which is associated with life and how they were generated and destroyed in the Martian ecosphere. It includes a mass spectrometer, gas chronograph, tunable laser spectrometer. It also looks for light elements such as Hydrogen, Oxygen and Nitrogen, again associated with signs of life.

Radiation Assessment Detector

An instrument specifically to prepare for future human exploration. It detects the surface and its radiation levels, including galactic cosmic rays (which are important because Mars doesn’t have any atmosphere or poles to deflect EMR), solar energetic particles, secondary neutrons and other particles both in the atmosphere and in the soil. Before we go to Mars, we have to know what are the radiations on where we stand

Dynamic Albedo of Neutrons

This provides the first surface means of detecting neutron that escape as cosmic rays from space and hit the surface of Mars. A way of detecting hydrogen and therefore the possible presence of water. Previously, this was only onboard spacecraft flying by Mars and this time it’s on the ground.

Rover Environmental Monitoring Station

This provides the atmospheric weather conditions on Mars, this includes pressure, humidity, UV radiation from the sun, wind speed and direction, ground temperature. All the measurements performed and gathered here is key to finding ideal habitat location near the surface.

Alpha Particle X-Ray Spectrometer

This measures the chemical elements in the rocks and soul. It comes into contact with the samples and blasting them with alpha particles and x_rays. This allows the scientist to determine the rock-forming elements from sodium to heavier elements.

And that is all the sensory capability of Curiosity and no sound detection. Then again the sound is a form of a wave and all these senses just go up and beyond to know what it holds.

It is interesting in what it can do and we can add and remove sense that we think that can drown the player with sensory overload because if it had all these things to experience, it wont be a fun time.


Physical Test 2 Electric boogaloo & Phsical Test 3 return of the Tree

Same two people from the orinal run, see part 1, but the blindness is reversed

This time the voice is moving leading the blind and still communicating using words.


  • as the voice leads the blind, the blind turns in the direction of the voice which make sense because the voice that leads will be in a place that wont have obstacles
  • the misinterpretation of the commands is still present, but to avoid multiple words and actions, drove the blind person over obstacles instead of going around it.

From the test subjects

  • trust is still a big point
  • Is considered fun
  • didnt question the voice/believed it absolute there thought the obstacles were more hazardous than it actually is

From the movement of the voice which allowed the blind to turn to the direction of the speaker

Test 3

Switched one of the players

No voice, the person who can make a sound (talk) can only make pinging noise (think submarine).
There were more obstacles and more chaotic


  • The voice created a system to mean single beep is to follow and two beeps mean there is an obstacle to go over.
  • the voice is struggling to stop or slow the blind from their movements

Stressful both for blind and deaf but everyone had fun.

This can be a real-life version of a point and click game. sounds being the point where to move to. It is hard to move while blind as it is one of the sense we depend very heavily upon, at the very least it doesn’t feel like an equivalent to losing eyesight, but this is my opinion.

But according to the group, it’s harder to choose what sense between eyesight or hearing.


Physical Run Part.1

My three keywords

Sensory Visualisation, Power Balance and Future Space Robots

Speaking with Ben, our advisor, he gave us direction on a vision of our program and take it to real life.

We conducted a physical run of what we think our game will be on the bare minimum. These are some of the rules that we came up with

  • 2 People
  • Initially, 1 will be blind and 1 will deaf (there will be no switching of sense for this experiment)
  • No outsider can help the two
  • have to have light obstacles to cross
  • Have an objective, in this case a red shiny button
  • only the blind can reach the button/objective

Unique to this run.

  • speech is stationary, ( can’t move with the blind)
  • information is shared using the spoken English language.

For this run, what we observed and found out

  • break down in interpretation – since the English language is diverse, small, little turn, rotate and all the other commands is very subjective, little can mean different actions for different people
  • trust issue – our initial guinea pigs knew each other fairly well but was discovered that the blind just have to trust the voice to take the blind to the destination and being in real life walking with blindfold is hard even if  you know the room enough, let alone blindfolded walking over obstacles.

lessons learned

  • maybe don’t have words, if we are running with robots, beeps can work and still be interpreted differently
  • have instructions that cant be misinterpreted – but removes the players unique style.

Sprinting time down the track

It is the second week.

I have picked up the role of UX/UI Designer and marketing and social media marketing. Sounds flash right?

Lets being with the ideation process.

I’ve looked into the imbalance of power or at least the power structure and how it can potentially relate to games.

Initially, I looked at history, the past, and see what they have experienced with power. Most monarch structure derives their right to rule from somewhere which can relate to religion. They keep the structure of society and keep most of the power to themselves with subjects to enforce their vision and rule.

There have been many revolutions trying to shift the power. French Revolution is a good example as they cut the head of their monarch to ignore their divine right as rulers and successors of god and give the power to the people. But the events after didn’t change much as they changed their monarch based country to a Bonapart empire with him being the sole ruler who is so obsessed with Alexander the Great, he decided  to drop some ancient Macedonian rule and attempt to conquer Europe but was stopped at the battle of Waterloo which resulted in Napoleon’s abdication 4 days later and the dissolving of the first French Empire.

The lesson? Revolution is the easy part and for most of the human recorded history, we were structured as a monarch society, at least how people structured us.  Power and have been always to the few which trickle down to almost nothing down to the peasants or the lowest people in society. Change is the easy part, but what happens after that change, how to accept it and move forward is the hard part.

In a game, it can be interesting how life is after a recent political power change, what it means to live in a time of peace or more specifically a period where people are rebuilding.

First Day; Final year

Life is fleeting and unexpected. Time moves fast when we have fun and slowly if in misery. And I can say with utter certainty that this one is in the bag.

Wait that isn’t right.

I can say with certainty that the time in COLAB and AUT is one of the best experience of my life. Learning that learning doesn’t stop at the classroom. It is one of the greatest philosophy I have learned here because University doesn’t give you the answer to working, it gives you a foundation and the learning stays with you forever if you don’t want to get run over by the changing technology.

I always try to attend the first day of the first years because it is a form of self-check. It allows me to compare myself with the uncertainty that I felt when I was in my first Year and now and where I am in my relation to my journey as a creative technologist.

All in all, I think it is going according to plan, which can be a bit scary as something bad can happen around the corner. But even still I think I matured enough to handle this problem when it comes my way.


We are almost done.

Extending my knowlege


One of the thing I am doing to better myself is learn more about AI and a great place is in IBM for the Great AI Debate.


Here is the panel. Starting from the left
Igor Portugal
Catalyst IT

David Bloch

Isuru Fernando

Peter Harrison

Priti Ambani
The next billion

Richard Wilde

Sonya Crosby

Stu Christie
Ai Forum

and moderated by Guy Burgess
Clendon Lawyers

Personally, I take a positive outlook when it comes to AI. People who like AI gave positive answers and not apocalyptic improving us and looking at the history through the industrial revolution, the life of horses after the cars came. For horses, it wasn’t good, but England had a 30% of farmlands dedicated to feeding horses and that 30 % was opened up.

Again I am biased to this question but none of the other people convinced me to be afraid. All they were saying is that we should fear the unknown and one person was talking about that we are only a little bit better than the rest of the animal and should fear something better than us. One said that if we created an AI smarter than us then are they smarter than us?

The point is people are looking at the worst of humanity that we cant teach it to be good. Is it inadequacy that makes you look at the flaws of humanity and not the marvel we have created?

We have constructed beast of steel that breaths steam and exhale black fogs that travels much faster than we have ever before.

We have constructed weapons of mass destruction that were truly feared to ignite the atmosphere if it goes off.

At the end the day it is intent. It is so far off from a realised self-aware AI.

Fear of the unknown is something that stagnates us.

people who take risk are the ones who are remembered

the one who challenges


Signing off

Spark Event Day


Spark event,

During class time, we had the chance to visit Spark for an Ideation session and tour of the building with Amelia.


We were given the chance to take part in an ideation session on the spot to propose a product that Spark could produce in the future.

We proposed an IOT device assuming the world reached the ability that most of the world appliance and objects are connected.

If everything is connected then there is data, if there is data there is predictability. If we have so much data that is all around us waiting to be caught and analysed there will be patterns to be decerned again going back to predictability.

The example we used was between the fridge and the oven/stove top all being controlled by a phone to determine which objects should connect on a data level.

It will track the contents of the fridge, the cooking time of the food in the oven and on the stove.

The beauty of the thing we came up with is that it isn’t limited to a fridge and cooking options but how much water we use in the shower and we represent in milk bottles to show how much we are using which is an important visualisation when it comes to drought countries or what does your sleeping position say about when you are about to wake up.

It is personalised, not two people cook the same and not two people sleep the same way or use the shower the same way. There ware data here that is waiting to be mined and examined.

Personally I would extend this project using AI particularly IBM Watson because I know more about it, and the fact that we can use AI specifically for pattern recognition.

These data will be relevant to us on an individual level.


Shigenobu Kobayashi’s Colour Theory

As my work is heavily depending on the colour of the particular topic and relating it to emotions, it can be daunting. Especially one of the main focus of many psychologists is to make their environment to be as neutral as possible. Following the advice of my lecturer, I have looked at Shigenobu’s Kobayashi’s Colour theory.

Above is what Kobayashi considered colours that work well and in a particular genre or type. I am trying to achieve to visually convey emotions using shapes and colours and using the colours to convey positive and negative emotions. Do I though?

There are 5 areas that I want to convey are:

  • Cognitive Behaviour
  • Dialectal behaviour
  • Interpersonal
  • Psychodynamic and Psychoanalysis
  • Acceptance and Commitment

with the following meanings:

  • Cognitive behavioral therapy (CBT), which helps you identify unhealthy, negative beliefs and behaviors and replace them with healthy, positive ones
  • Dialectical behavior therapy, a type of CBT that teaches behavioral skills to help you handle stress, manage your emotions and improve your relationships with others
  • Acceptance and commitment therapy, which helps you become aware of and accept your thoughts and feelings and commit to making changes, increasing your ability to cope with and adjust to situations
  • Psychodynamic and psychoanalysis therapies, which focus on increasing your awareness of unconscious thoughts and behaviors, developing new insights into your motivations, and resolving conflicts
  • Interpersonal psychotherapy, which focuses on addressing problems with your current relationships with other people to improve your interpersonal skills — how you relate to others, such as family, friends and colleagues
  • Supportive psychotherapy, which reinforces your ability to cope with stress and difficult situations

In terms of colours, the background should be romantic and sits in dreamy.

The topic names should be divided into two categories,  positive and negative and it shifts between these two types of colour to show the type of emotions.

Clear, neat and clean are good starting points for the positive emotions,

Dandy, dapper and chic, stylish are good for the negative emotions

Staff, M. C. (2016, March). Psychotherapy. Retrieved from