Kinecting with the audience at the London Toy Fair

The brief

Whilst working on a suite of digital products for the well known Carte Blanche Group (brands include Tatty Teddy and My Blue Nose Friends) with Masters Of Pie, we were asked how we might maximise the stand they had at this year’s London Toy Fair.
Our challenge was to build something specifically for the fair that would attract bystanders, provide a memorable and enjoyable experience with the brand, as well as introduce one of the characters from the Blue Nose Friends collection (an easy choice – Coco the excitable monkey!).

Our next question was what would attract and engage the bystanders -it needed to be something casual, fun, and non-intrusive  in order to draw people in willingly and give busy bystanders something they wanted to play with.

We looked at how Coco might have some fun and how he could interact with visitors and decided upon an rhythm based game where the user would take control of Coco using the Kinect to hit his Bongos in beat to the music.

2013-01-22 12.10.40

The game

Using the Kinect, once a person was present the game invited the user to play by waving, by waving back would start the game.  Players were scored on how accurate they hit the bongos to the beat of the music (highest scorer each day won a bottle of champagne) and, when the track finished Coco then invited the player to have their photo taken – the user posed before picking one of four snaps (the four include the posed one and shots taken from the game) which was then emailed to them (including contact details for a Carte Blanche representive).

The whole session was fun, engaging and energetic but only lasts around two minutes which worked well for the busy visitors, as well as allowing the brand to have a good number of people including manufacturers, buyers and press trying it out throughout the day.

2013-01-22 12.11.23

2013-01-22 12.11.27

The result

The stand was kept busy throughout the duration of Toy Fair with many visitors asking where and when they could purchase the game. It drew crowds of people in who were then engaged and entertained for long enough to have fun but not so long that they felt imposed upon.

Most visitors explored the rest of the stand after the game which meant further engagement with the brand and of course, Carte Blanche were then able to email the visitor with their photo, when usually the interaction would cease once the visitor leaves the stand. The game also resulted in positive press, following the event.

Lessons / Closing remarks

1. Target the Right Audience.  At a big show like the Toy Fair, where thousands of visitors are walking past hundreds of stands, you need to understand and be able to engage a target set of users. Whilst kids are the usual Carte Blanche audience and might be happy to jump around and play in front of others, adults require that you gently introduce them and slowly build up engagement.

2. Design for the Technology (as well as the user). The Kinect is a brilliant and fun technology to work with but it’s new and not perfect so you need to be conscious of this and incorporate these ‘features’ into your design (such issues include user detection – your user needs to be in clear view as detection can be affected by lighting, distance and other passers-by – to a slight latency which could affect the user’s enjoyment of the game).

3. Create a User Friendly Experience. Despite gesture based user interfaces being part of the Natural User Interfaces family, they are still in their infancy stage as most of us who have been using computers for some time find a mouse and keyboard more natural therefore, part of  the experience you create should include building up the user’s confidence in using the new technology.

4. Brand Engagement is Everything. Make the experience enjoyable, unique and, above all, memorable.

Coco Bongos Portraitb

Technologies/Trends we’re watching

virtual_reality_helmetHere is a quick list of technologies we’re looking forward to using in 2013;

  • Qualcomm’s Gimble, Google+, and more of FB’s Social graph; all will allow us to build ‘smarter’ apps by providing us with more information about the user and current context
  • Qualcomm’s AllJoyn, Samsung’s AllShare. Two major use-cases for such technology: firstly having the ability to share an experience with those in close proximity to yourself e.g. multiplayer gaming or collaborative business apps and secondly devices chatting with each other, taking advantage of each other’s capabilities to achieve a task e.g. watch talking to your smartphone to find its current location
  • HTML5; as our digital experiences branch out to different platforms, there is a real need to have a presentation layer that can scale and work across all without having to build each one separately – HTML5 is, at this stage, is the best candidate for this
  • Samsung’s SPen and pressure sensitive screens; the more natural the experience, the more enjoyable and productive it will be – pen and paper is one of most valuable skills we have mastered and migrating it across to the digital to enhance business, education, and art
  • OpenCV and Qualcomm’s FashCV; OpenCV is one of our favorite tools – it gives us a toolbox that can help us make sense of the world through the device’s camera. As mobile devices adapt quad-core Microprocessors, we will see more intuitive experiences becoming available thanks to the computer vision community
  • LeapMotion (and other gesture control based solutions); we will get our first look at the LeapMotion in early Jan as our development unit arrives from the States. Gesture and pose based computer interaction (NUI) is still in its infancy, which means ‘playtime’ while everyone experiments how best to utilize the technology.

Bring on 2013 – it’s going to be an exciting year!

Looking back at 2012

dick_tracyAs usual in the fast paced world of digital, 2012 has shown us interesting trends, taught us things that don’t work and a few things that do. What is certain is that the gap between the digital and physical world is shrinking. We are seeing a layer of computing added to almost all aspects of our life from how we do the shopping, how we read the news and, in general, how we experience life.

We are now seeing an increased emphasis on how digital can complement the physical world, no longer are we confined to unnatural methods of interaction such as the keyboard, mouse and buttons but, rather, we’re seeing smarter and more natural forms of interactions becoming mainstream. This is arriving in the form of touch, voice, gestures (Kinect, LeapMotion etc), and more intelligent agents (agents being the likes of apps) that can derive your needs themselves.

No doubt this trend will continue in 2013 as computing embeds itself into more of the physical world and personal area networks finally become mainstream. We will see a demand for new forms of human computer interaction, ones that are independent from traditional inputs and outputs and span across multiple devices. We’re seeing this now with the obvious candidates Nike+ Fuelband, Nest, Smartwatches, and Owl to name a few.

Along with the ‘internet of things’ we’ll no doubt see further changes in consumer behaviours; our most popular form of entertainment (the TV) will now have competition with the rise of apps and tablets. Our thirst for interaction and control will continue to grow; like publishing and the music industry, this will require broadcasters and advertisers to re-think their strategies and devise new forms of engagement with their audience.

Also on the topic of advertising, there has been many a debate on why and how advertising agencies should be more product focused – whether you agree or disagree, what is certain is that passive advertising is now less effective and can be measured as such. This year we have seen the smarter brands starting to anticipate this and beginning to offer added value services using the digital medium rather than simply using it as a channel to push messages (campaigns).

Consumer entertainment is not the only industry that has been disrupted; business, health and education are also being affected by technology and it’s forcing people to finally evaluate their processes. Business computing is moving to the cloud along with more attention being paid to the actual user experiences of their products (thanks to consumer products educating the users how to work with digital products), education is becoming more open and, people are (finally) taking ownership of their health thanks to the trend of quantified self and, associated apps.

2012 also seemed to the the year of the coder – somehow coding has become cool this year. This is surprising as I remember sitting in my first computer science lecture hall many years ago, full of funny looking characters (including myself), and the first words of the lecturer were something along the lines of  “only around 40% of you will actually continue with this course”  which was nice on the first day. The new spin on coding is great as it means I’m finally cool, even though anyone who knows me knows I have always considered coding to be cool. To me, it’s another form of creative outlet – code is just our tools like paint is to an artist.

As for We Make Play, it has been an interesting and very exciting year for us with a prominent focus on computer vision (including Augmented Reality) and 3D for all major (and not so major) mobile platforms (iOS, Android and WP7). One of our more interesting projects this year was creating a Kinect game for a major toy exhibition as the whole experience exposed us to a new world of interactions.

2013 heralds a fresh start for us – whilst this year has been heavily technology focused, 2013 will be about us exploring how to make digital more human (smarter, simpler, and more helpful), something we feel is now possible with the advances in technology and is often overlooked.

Along with our existing design and production services, we will also be introducing workshops to help agencies and brands understand how technology can be leveraged to improve the overall digital experience. Having worked with many agencies over the last few years, we have identified a real need for this so that all parties understand and follow the same processes and goals, ensuring an engaging, elegant and effective solution for the user. For more info, please contact danielle@wemakeplay.com.

So that has been a round up of 2012 as we see it. Happy new year’s everyone and we look forward to sharing some great new work with you in 2013!

Mad Men of Mobile

Having spent the last six years working in mobile startups, I feel privileged to have had first hand experience working with technical and creative masterminds and in November last year, when I went on maternity leave, I decided to write a book about these people entitled Mad Men of Mobile.

The book is a collection of interviews with key and interesting figures in the mobile industry. Interviewees include RjDj who were behind the Inception and The Dark Knight Rises Z+ apps, Brian Wong of Kiip, Imangi Studios, Toca Boca, ustwo (co-founder  Mills pictured above) and Philippe Kahn (who invented the camera phone) – there will be approx 20 interviews in total.

The idea behind this book was to go some way in demystifying the mobile industry. It seems everyone wants to be a part of mobile right now because it’s such a “hot” industry to work in but, there are many many people and companies who are out there advising clients, setting budgets and dictating to tech partners what mobile is and what an app should be when they are not necessarily in the best position to do so.

I wanted to interview the people who did have the relevant knowledge and experience and by hearing their story, clear up many myths about mobile, as well as act as a guide for those who either want to know more about the industry or who are looking to create an app for their client or brand.

The book aims to:

– Highlight the paths taken by mobile experts and entrepreneurs, looking at their backgrounds, apps/games they built, their users, processes they followed, what they learnt and mistakes they made, as well as their predictions for the future of mobile

– Review the successes and failures and what we can learn from them (6 C’s: content, context, creativity, courage to innovate, collaborate and cost)

– Explain how to create a successful app; who to employ and how to ensure it is conceived, designed, developed and marketed for maximum impact, fulfilling essential business requirements

– Act as a guide of how to get into mobile.

The book is due to be published in early 2013.