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An Interactive Computer Video Game for the Design Museum: Using Technology to Teach

Technology
Author(s): Robin Baker
Source: Leonardo, Vol. 24, No. 4, (1991), pp. 427-431
Published by: The MIT Press
Stable URL: http://www.jstor.org/stable/1575520
Accessed: 01/06/2008 16:02

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GENERAL NOTE

An Interactive Computer
Video Game for the Design
Museum: Using Technology
to Teach Technology

RobinBaker

ABSTRACT

Theauthor discussesthe
DesignMuseum inLondon, which
Theuse of new meansof representation shouldnot be been uncoordinated or inacces- addressesthelimitations
ofstatic
sible, the Design Museum will museum Thisnew
displays.
limitedto schoolsand universities,but shouldalso beex-
help bring about a new relation- museum's designersbeganwith
tendedto museums:in a new kind of museum,the 'elec- thepremise thatobjectsonplinths
ship between industy, commerce
tronicmuseum',historicalobjectswouldplay a secondary and the public. It will be a show- merelyencourage aimlessbrows-
role,and visitorswould beofferedfarbetteropportunitiesto case, a marketplace and an audi- ing,andthustheyset aboutcreat-
torium, a highly visible bridge inganenvironment thatinstead
satisfytheirappetiteforexperimenting.Thevisualisationof between two cultures [2]. involves
actively His
participants.
instructionalmaterialis one of thegreattasksof ourfuture. discussion
followstheprocessof
The Design Museum in Lon- determiningthemuseum's format,
-Herbert W. Franke [1]
don, since opening in summer partof whichincludesa computer
1989, has attempted to solve gamethatrecreates thedesign
The problem of static display in the museum environment . these allowing a
participants
some of thesesome issuesprocess,
issues. The chanceto designandevaluateprod-
has become highlighted, as much of our everyday life is museum attempts to offer a ina
uctsandto learninteractively
pervaded with high levels of interactivity with cars, videos, range of resources that design- environment.
stimulating
computers and many other consumer products. If museums ers, industry and business may
are to represent the twentieth century in all its technological draw upon to create better
complexity, then they need to develop twentieth-centurytech- products, while providing stu-
niques of communication that are educationally effective. dents and the public with a stimulating environment in
which to view, experience and evaluate the design process.
Design is an essentialresourcefor industryand a valuable
The Design Museum was the idea of the British designer
discipline in education, but before the Design Museum there
was nowhere [in Great Britain] that it could be systematically and entrepreneur Terence Conran and is the successor to a
studied or displayed. The Design Museum is concerned with popular gallery and study centre called the Boilerhouse
the history, practice, theory and future of design in mass-pro-
duced consumer products and services. By popularising, ex- Project, which was located in the lower basement of the
Victoria and Albert Museum and closed in 1986. Its activities
plaining, analysing and criticising manufacturing industry
and working designers, by offering an international range of became too demanding for the Victoria and Albert
information, ideas and images which would hitherto have Museum, and an old warehouse site near London's Tower
Bridge was converted to hold the new Design Museum.
Fig. 1. A model of the basic structure of the game, showing the However, the new museum continues the traditions of the
relationship between each of the components. Note that the cost Boilerhouse Project by examining the links between the com-
factors are seen as influencing the shape parameters, mechanics
and marketing. merce and culture of twentieth-century industrial products.
The new museum building, with its obvious architectural
references to modernism, contains a small permanent col-
lection of twentieth-century objects. On the lower floors,
Introduction
one finds a gallery for assessing newly designed products and
an exhibition space for large international exhibitions. In
addition, the museum has a library, small exhibition galler-
SHAPE ies, a section demonstrating the use of technology in design,
-''"- and a restaurant overlooking the river Thames.
As the emphasis is on twentieth-century mass-produced
objects, which by their very definition are indistinguishable
i !
MECHANICS | COSTS from the process that created them, there is considerable
information in the Design Museum on product-planning
I
data, advertising, legislative material, models, sketches and
m

MARKETING -
I
m m
Robin Baker (educator), Royal College of Art, Kensington Gore, London SW7 2EU,
U.K.
Received 13 October 1989.

? 1991 ISAST
PergamonPresspic.PrintedinGreatBritain.
0024-094X/91$3.00+0.00 LEONARDO, Vol. 24, No. 4, pp. 427-431, 1991 427
production methods. This enables the udience evolved from this task. The become established and is now largely
objects to be seen, understood and in- dea of the game had two important replacing many of the drawingand mod-
terpreted as part of a process and not equirements: first, that the player's in- elling skills that were the traditional
merely as a product. Part of this process eractivitywould be inherent and, sec- backbone of post-World War II design
must include a view of technology and >nd,that references would be made to organisations. Much publicity has sur-
the way it has affected both the design he arcade video game culture. The rounded the introduction of computer
process and the product. )roblem was how to design a game that systems in design, and as a result many
ould look realistically at design and of the visitors to the Design Museum
echnology issues and yet be as involv- will be aware of this development.
GAME CONCEPT ng as computer video games. If these Planning for the development of the
equirements could be met, then some game, based on CAD software, was
Technology has always played an im- )f the issues of dynamic displays and begun in 1987 and was aimed at creat-
portant role in design, but in the past heir role in communicating complex ing a fully interactive solids modeller
this role emphasised manufacturing phenomena would be addressed, and with which visitors could generate an
techniques and production. However, he Design Museum would be using object, evaluate aspects of its perform-
the introduction of the use of the com- echnology to teach technology. ance, look at production methods and
puter in design has not only begun From the many uses of computing materials and then produce a hardcopy
to change the manufacturing process vithin the design arena, computer- of the design.
but also to fundamentally affect the de- ided design (CAD) was selected be- Unfortunately, the production of an
sign process. Part of the Design Mu- ause this form of software is an impor- image of an object with some design
seum's initial taskwas to explain the use ant component of many design content demands time, expert knowl-
of information technology (particu- )racticesand the public is familiar with edge and patience on the part of the
larly computers) within design by the t.Also, because CAD emphasises three- player. All of these requirements op-
use of interactive techniques that would limensional modelling and rendered posed the game's concept, which
adequately cover the complexities of mages, the results would be visually pointed to the need for low learning
the issues involved. The concept of nteresting and attractive to the user. curves, simple menu structures and im-
using a computer game to engage the rhe use of CAD systems in design has mediate usability. The interface would
have to guide the player though the
stages of the game with maximum ele-
gance and speed and be highly sensitive
Fig. 2. A detailed to the needs of casual use.
view of the con-
How to play Introduction tent of the game By using a large database of solid
modelled components, associated ana-
model, illustrating
the breakdown lytical data and shaded images that
Briefing Designing of the various could then be assembled to form the
components. designed object, it was possible to cre-
ate the skeleton of the game. How-
ever, this skeleton merely represented
the design activity itself and did not
SHAPE PARAMETERS refer to the context-the design brief
and client-considered by the Design
1 Size of head Museum to be an integral part of the
2 Shapeof neck process.
The interactivevideodiscoffered these
3 Lengthof handle benefits with its ability to store different
formats of information, allowing the
I viewers to determine their own courses
of action, their own directions, depth
MECHANICS of information desired and, even, the
eventual outcome of the game.
1 Materials - type and cost It is quite possible to have a plot that
2 Ergonomics- dentalandhumanfactors instead of being linear is ramified-
the actual plot is determined by the
3 Productionconstraints reader. This method, which is already
used in computer games, will lead to a
m new way of dealing with literary sub-
jects which will involve not only plot
narration but also the creation of actual
images that replace conventional de-
MARKETING scriptions of landscapes and environ-

]
ments. Thus the user is assigned a part
in the plot, which through the use of
1 Colour
images becomes very realistic [3].
2 Presentation
The 54,000 single-image capacity on
each side of the videodisc allows about
36 min of continuous running time,

428 Baker,An Interactive Computer Video Game for the Design Museum
_W-I -a: --_
r.; -- _
. ; ... -
with the advantage that each frame can /
.-.
be individually identified and accessed
almost instantaneously. In addition, the
ability to include live video sequences
and audio channels provides a flexi-
bility that allows visitors a responsive
role, and places them in control of the
interaction. Most importantly, this tech-
nology allows details of the context of
'
the design process to be included.
The game is aimed at young people
VNO
~. ~1 YI YiYES1 NO rF
between the ages of 7 and 16, who would Fig. 3. The lower section of the screen was Fig. 4. If there is a pause in the play, this
probably have had some experience in designated a button area that would allow message appears. If there is no response,
the user to interact with the game. To after a period of time the game defaults to
using computers at school and would make a clear distinction between the YES the beginning.
also be familiar with computer video and NO buttons, the YES buttons were
games. Also, if the content of the game made green and circular and the NO but-
were appropriate, it could be used to tons red and square. Each button is ap-
support the work in the Design and proximately the size of a fingerpiint. 4500
Technology section of the new national
curricula for secondary education. that this would encourage interaction
Within education a videodisc can be from visitors who are unfamiliar with
used in two distinct pedagogic ways:as
computers. Third, this system avoided,
a self-instructionaltool for an individual as far as possible, misuse of the system.
or small group of students and as a Touch screens are fast but can be
classroom resource for the teacher. somewhat inaccurate. The speed of in-
The museum decided upon the former teraction was an advantage, as the pace a hBNO'
use, with the possibility of researching of the game required quick decisions
how effective the 'resource' view could and responses, and the inaccuracy did Fig. 5. The money-clock at the top right-
be, taking into account the visual (35- hand corner of the screen starts counting
not matter, as the target areas could be down from ?4500 as soon as the design
mm slide) database that the museum
large and dispersed over the screen area. part of the game is initiated. This provides
was establishing. Areas of the screen were designated a constant reminder to the user of the
Late in 1987 a small design team was as 'buttons' and were positioned in the 'costs' involved in designing an object.
established at the Royal College of Art lowest section of the screen, each but-
to develop the game using HyperCard ton roughly approximating the size of with the player. This was achieved by
software as a prototyping tool for the a fingerprint (Fig. 3). So that the player setting aside a rectangular area in the
game [4]. The game was divided into could progress at a rate suitable for top right-hand corner of the screen for
an introduction and three major sec-
gaining an understanding of the game, a money-clock (Fig. 5) that counts
tions:shape parameters, mechanics and an additional button for CONTINUE down from the budget figure of ?4,500
marketing. Cost factors were seen as was included to allow for a pause. The as the game proceeds. This gives the
influencing all three of these decision location, form and colour of each but- user a constant reminder of the 'costs'
areas. ton type remained the same so that the involved in the design activity,as well as
The basic model for the game (Fig. 1) screen design would be consistent and providing a useful incentive to design
provided an overview, with a more confirm the users' expectations of ap- an object that both complies with the
detailed account (Fig. 2) presented to
pearance and behaviour. brief and is acceptable to the client as
the user, in modified form, to more The ability to pace the game to quickly as possible.
realistically communicate the game's the needs of the visitors presupposes a The Sony Viewplay (interactive pro-
intentions and to provide user interac-
pause action that can be user-controlled. grams generator) software that was
tion as early as possible in the game. However, it also would be necessary to used provides a basic graphics editor
distinguish between a genuine pause with standard functions [6]. There are
and a disinterest in continuing with the 256 colours available, and it comes with
GAME INTERFACE game. This was achieved by a simple filling and drawing commands and a
A number of design decisions were time lapse, after which a warning screen function to display transparent colour.
made that provided the graphic struc- appeared, and, if no input was received, The text editor contained only five
ture. Interaction with the game was the game defaulted to the beginning. fonts in six sizes, but it allowed pitch,
constructed via a resistive membrane The warning panel (Fig. 4) appears in edge and shadow control of the charac-
touch screen [5] to eliminate all key- the lower section of the screen, over- ters and pixel editing. The fonts were
board work. This was decided for three writes the YES/NO buttons and allows nonstandard, and after initial testing,
reasons: First, it solved the need to the player a further 20 sec before can- Europ in 24 and 32 point was used as
move away from the keyboard to other celing the game. A bleep was added the most legible typeface, with a small
forms of more appropriate interaction to confirm the button choice on all drop-shadow to separate the text from
for the designer. Second, it allowed the screens requiring a decision. the background.
most direct form of interaction, point- For the game to have some realism, The authoring software was in an
the relationship between time and early stage of development and did not
ing and touching. As this is very much
part of our everyday life, it was hoped money needed to be firmly established allow for extensive program control.

Baker,An Interactive Computer Video Game for the Design Museum 429
GAME STRUCTURE game follows this route with a video their design complied with the brief.
sequence between the client and the The design of this part of the game was
There is an initial loop that gives the
design when the parameters of the de- the most difficult, as it was necessary to
game title followed by the credits sign are established. The brief is also give sufficient freedom to the designer-
and sponsors. This moves through the shown as a text screen that can be called players to enable them to feel that they
screens, which are interspaced with up at any point in the game so that the really did have a choice in form-making
computer-generated images, until a player can refer to the requirements. and that this choice was a reasonable
STARTbutton is pressed, and the game
representation of the design process
begins. itself. Where it was impossible to allow
The player is offered four choice but- intervention of the designer-player was
SHAPE PARAMETERS
tons: How to play, Introduction, Brief- in the 'tweaking' aspect that is common
ing and Designing. All are active, but The game recognises a heavy focus on to all design, where only a very slight
they have to be accessed in the correct form-giving. Initially it was intended to variation of form is required.
order. 'How to play' explains what the provide the player with as much formal The criteria for the design of the
buttons mean. 'Introduction' explains manipulation as possible within the toothbrush, at this stage, is aesthetic,
the role and position of computers in constraints of the brief. However, rapid and only when the designer-player is
design, and 'Briefing' sets the purpose and easy shape-making within a com- satisfied with the 'look' of the tooth-
of a design brief. The 'Designing' but- puter system is not easy, particularly if brush does the game proceed. That is
ton allows the player to use the simu- a degree of sophistication is required. not to say that the visual aspects of the
lated CAD to design a product. The approach taken with the pro-
design cannot be changed at a later
The player assumes the role of the totypical model of a toothbrush 'allows' point in the game, and indeed some
designer and makes design decisions alterations to three parts of the brush: of the other analyses of the tooth-
on shape, size and colour to arrive at a the head, the handle and the shape of brush may well require a change in
successful design for an object-in this the neck. These were seen as the major the design.
case, a toothbrush. Other aspects of components of the toothbrush and the
the use of computers in design are aspects over which the designer-player
addressed by looking at differing mate- would wish to have design control. Two
rials and cost, productions methods, a head sizes are allowed, as are two MECHANICS
simulated finite element analysis and handle sizes and four neck shapes. The
At the point at which the designer-
marketing constraints. All this is set 16 models possible were constructed in
wireframes on a Silicon Graphics work- player decides that the design is suf-
against an elapsed time, as the game is
station using Alias software. This sec- ficient, in visual terms, to meet the
played, that the computer then con-
verts into costs and deducts from the tion of the game had to be iterative, so requirements of the brief, then the
that designers could finally arrive atjust 'client' requests to view the design
fee for the project. Design projects
the combinations of components that (video sequence) and agrees with the
begin with a brief, which is the client's work so far. This provides the necessary
instructions to the designer, and the they wanted and were satisfied that feedback from the client and reinforces
the design decisions that have been
Fig. 6. The Design Museum computer video game being used in the upper gallery. Players made.
use headphones so that conversations generated by the game are contained. Six worksta- The designer-player is then asked
tions were installed in a space devoted to the use of technology as a means of providing in- to make a decision regarding the ma-
formation about design, the design process and designers. A HyperCard database on
terial from which the toothbrush will
designers and products is adjacent to the game, as is a section called 'talking heads', in
which taped interviews with designers can be accessed. (Photo: ? Robin Baker) be made. Four possibilities are offered:
Polystyrene,Polystyrene San, Nylon and
Polycarbonate. Explanations of certain
properties and costs are given, and from
this information the choice is made;
but all the materials, except one, fail on
differing counts: Polystyrene because it
is too weak, Nylon because it is opaque
and Polycarbonate because it is too ex-
pensive. This leaves Polystyrene San as
the single appropriate material.
The next analysis involves dental
ergonomics, the need to take into
account the size and shape of mouth
within the age group for which the
toothbrush is designed, and how this
will affect the shape and size of some of
the components of the toothbrush.
Two further kinds of analyses are
offered: the calculation of the amount
of material used, which provides the
cost of the brush, and a simulated finite
element analysis.
All of the analysis sequences aim to

430 Baker,An Interactive Computer Video Game for the Design Museum
show how the computer can perform Finally, if the correct choices for the providing an approved aesthetic for
useful tasks to aid the designer-player form, material and colour have been public consumption. Industrially pro-
in producing a design that will conform made, and the designer-player has man- duced objects of the twentieth century
to the requirements of the brief. In ad- aged to stay within the budget, then should not be an end in themselves but
dition it will demonstrate that the effect the design is displayed as a rendered a starting point for discussion and eval-
of computing on the design process will animated sequence that shows the uation, an attitude to which the com-
cause fairly radical changes by allowing toothbrush as a fully visualised object. puter game contributes.
the designer access to information that A hardcopy of the design is then pro-
previously would have been considered duced to record both the design and References and Notes
outside the designer's professional the visit to the Design Museum. 1. Herbert W. Franke, "The Expanding Medium:
competence. The Future of Computer Art", Leonardo20, No. 4
How the toothbrush will be pro- (1987) p. 337.
duced is also an important considera- EVALUATION 2. Stephen Bailey, "The Design Museum Mani-
festo" (The Design Museum, London, U.K., 1988,
tion, and the designer-player is given So far the computer game has worked press release).
a brief description of the production
well and is being played by about a third 3. Herbert W. Franke, "The New Visual Age: The
processes. A more detailed explanation of the museum's visitors (Fig. 6), who Influence of Computer Graphics on Art and
can be accessed by selecting a video Society", Leonardo18, No. 2 (1985) p. 106.
use it in two distinct ways. One way is as
sequence on injection moulding. a popular diversion, which was to be 4. The design team included Adrian Ellis, Chief
Executive; Helen Rees, Curator of the Design
expected, as the idea had its roots in the Museum; Robin Baker, Directorof Computing, the
arcade video game. But another use has Royal College of Art (RCA); Donald Hickey,
MARKETING graduate student at RCA; and Geoff Smith, pro-
been to develop a sense of context for
grammer.
This aspect of design is represented by many of the products on display. This 5. This is an Ellinor Turbo touch screen on a SONY
the final choice of colour and the trans- supports the philosophy of the Design IV system that includes a SMC 3000VP computer, a
parency or opacity of the material for Museum that mass-produced objects laser videodisc player and a 440 Trinitron monitor.
the toothbrush. Market research infor- would be meaningless in isolation from The integral resistive membrane touch screen has
0.25-mm dot pitch with 256 x 256 resolution.
mation about customers' preferences is their context. Information and inter-
noted in the brief, and the designer- 6. Sony was a major sponsor of the Design Museum
pretation are essential to avoid a banal and provided the hardware and software for the
player is expected to make an informed view of artifacts and, it is hoped, to game.
decision. remove any hint that the museum is

Baker,An Interactive Computer Video Game for the Design Museum 431

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