CMPM 177 University of California Week 4 Values in Design Exercise Paper Choose one of your previous week’s group exercises and reflect on one new thing yo

CMPM 177 University of California Week 4 Values in Design Exercise Paper Choose one of your previous week’s group exercises and reflect on one new thing you learned about presentation. How will this inform your future design work?

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CMPM 177 University of California Week 4 Values in Design Exercise Paper Choose one of your previous week’s group exercises and reflect on one new thing yo
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Criteria:

Demonstrates critical reflection on previous exercises (5′)

This criterion is linked to a Learning OutcomeApprehensible and clear writing (5′) VALUES IN DESIGN EXERCISE
Video intro: ​https://youtu.be/8upD1YMDPOk
Related reading:
1 ) ​p26-knobel.pdf (Values in Design)
2) ​p751-flanagan.pdf (Values at Play)
INTRODUCTION
What is meant by Values in Design? Understanding that technologies have particular
social and cultural values embedded in their design. Making explicit the values that go
into creating technologies and experiences, and working with them in a conscious way in
the design and development process. How can we take values into account in design?
Flanagan, Howe and Nissenbaum proposed a method for incorporating
values into game design which included the following steps:
1) Values Discovery: ​Create a working list of relevant values from value sources
including: Project goals, Hypotheses (e.g. learning programming can come from
social environment), Prior work (other theory, other games), Designer values, User
values, Other stakeholder values
2) Identifying values-based conflicts​: Check functional components for values
conflicts as you go along. Make this part of ongoing team discussion and iteration,
make conscious tradeoffs.
3) Implementation and Prototyping: ​Work through values conflicts generated in
specific functional components. Categorize each prototype and formulate specific
questions for each. Work in iterative cycles with reflective review, involving
participants, such as design partners, to incorporate ongoing feedback.
4) Values Verification: ​From the list of initial and emergent project values, verify that
desired project values are embedded in the project and others are not.
CMPM 177: VALUES IN DESIGN
EXERCISE
We will use the game cards of ​Grow-A-Game as our brainstorming resource for using
values as a lens for design ideation and creativity. The online version of the cards was
kindly provided to us by the games’ creators from ​TiltFactor​.
We took inspiration from this game card and adapted it to our own format:
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CMPM 177: VALUES IN DESIGN
Stage #1: Generate a game idea
You will need to choose three numbers:
One number between 15 – 32
One number between 33 – 58
One number between 59 – 78
In your own teams’ shared google doc, write down your 3 numbers and go to ​this folder​.
Look at the 3 files with the numbers you picked (e.g. “apprentice_60.png” if you selected
the number 60).
Your team should now have one card from each of the three “card piles”. You will have
one Blue card (which represents a value), Pink (which represents a game), Green (which
represents a verb). These are the three cards you will work with in your ideation stage.
Write down what value, game and verb you are working with. Your design challenge now
is to come up with a game idea that modifies the game on the pink card with the green
card’s verb in order to express the value on the blue card.
During our synchronous time in class, spend 10 – 20 min with your team to brainstorm
and come up with a list of game ideas, then take another 20 min to refine one idea to
share with your classmates. Name your idea and describe it briefly.
When you have an idea ready, ​post to the discussion on Canvas ​(all groups should have
a game idea posted to the discussion by the end of class on Thursday):
1) The name of the game you imagined.
2) Short description of the game (~150-250 words).
3) The value and verb you were working with (but not the original name of the
game).
4) The groups’ number and team members’ names.
Stage #2: Review and select an idea
Review all of the other teams’ game ideas and select one idea that you will iterate on.
You can choose how to review the ideas by either voting on each idea, or dividing the
review work and nominating a couple ideas within your team, and then selecting
collectively.
3
CMPM 177: VALUES IN DESIGN
Stage #3: Iterate
Now that you chose one game idea (which is NOT the game idea you posted on the
discussion board on Canvas from Stage #1) you will iterate and refine this game idea.
Select one number between 33 – 58 to pick ​another value (go again to ​this folder​). Write
down your number and the value written on its card.
Your mission now is to iterate on the game you chose to add the value on the card that
you selected in this stage.
You can add/drop elements and change the game as much as you want to make sure
that it reflects BOTH values it was given.
Reminding you to:
● Identifying values-based conflicts: Check functional components for values
conflicts as you go along. Make this part of ongoing team discussion and iteration,
make conscious tradeoffs.
● Values Verification: Verify that desired project values are embedded in the project
and others are not.
Stage #4: Communicate
Create a slideshow presentation that communicates your iteration of another group’s
game idea as creatively and visually as possible. In your presentation include:
Slide #1
1) Your group number
2) Your team members’ names
3) The name of the game you selected to work with from the Canvas discussion
4) The value and verb that were related to this game AND the value that your team
added.
Slide #2
a short written description of how the game will work, and how it supports the 2 values it
was given ​based on YOUR iteration of the game (don’t copy paste from the Canvas
posting of the other group).
Slide #3
Prepare a sketch of the game (you could collage, annotate screenshots, story board,
create a short video, etc..).
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CMPM 177: VALUES IN DESIGN
Slide #4
Reflect on your iteration visually (use screenshot, annotations, mind maps etc.) to explain
your process:
1. What did you change?
2. Why did you change these things?
3. What was most challenging in the exercise?
Extra Credit
1. Do you think that the changes you’ve made make the value that guided the game
design more apparent? How? +1pt
2. What was it like to take on another group’s ideas? +1pt
3. Would you want to play this game? Why yes/no? +1pt
SUBMIT
Stage #4: one slideshow presentation as pdf file per group.
5
Group 15
Kevin Chu, Alexander Kuang, Daniel Ruderman, Ahri Zheng
Plant and Grow (By Group 23)
Verb: Celebrate
Value (Original): Community
Value (Added): Self-Esteem
Original Description: The game begins on a polluted planet, without much greenery and in which nature does not thrive.
Players begin as a ball of dirt and their objective is to roll around the earth and collect as many seeds as they can. As you
progress in the game, the world would change, getting greener and more beautiful, with each phase of the game bringing about
more and more significant change. Once players have collected enough seeds, they can celebrate in the form of rain or
sunshine to grow the seeds. Each day that the player is active, a new person is added to the community in (insert name of
game). New community members help the player by bringing their skills into the world of (insert name of game): a gardener to
cultivate flowers, a trailmaker to clear paths. Players will progress through the game and move onto different parts of the
world from their garden into forests and trails, attempting to accomplish as much as possible before each day is over
Plant and Grow Iteration
New Version: The player base is split into two groups with one group being cultivators and the other being trees. The
cultivators job is to help tree players grow by maintaining the land through watering, expansion, and resource
management. Cultivators must regularly check in on the trees to prevent diseases or harmful insects from hurting the
tree players. In turn, tree players aim to boost wildlife population by providing sustenance and shelter. As a community,
the two roles must form a symbiotic relationship where their objective is to create a healthy and sustainable
environment. As both cultivators and trees do their jobs successfully, NPC visitors will show up at the land and
comment on the good work being done. Comments like “Wow this tree is teeming with wildlife and energy!” and “The
soil of the land is managed so well” allow both cultivators and trees to feel a sense of accomplishment, ultimately
boosting their self-esteem. At the end of every game month cycle, there is a holiday called “Nature Day” where the
players compete in sporting events as a form of celebration. An example of a sport would be gold where the cultivators
play golf and the tree players can assist by:

Moving their leaves to block strong gusts of wind from blowing the ball into a lake
Distract wildlife like foxes or birds with berries, preventing the animals from stealing the ball
Sketch of Plant and Grow
Reflection
The iteration process was very collaborative and helpful
because each team member recycled different elements
from various games, from Pokemon Snap to Animal
Crossing, that focused on values like Community and
Self-Esteem. Pokemon Snap and Animal Crossing both
utilized randomly generated compliments from NPCs to
make the player feel good about themselves so we really
wanted to implement something similar in our version of the
game.
Games like Stardew Valley utilized multiplayer
collaboration to create a sense of community so
we wanted to find a way for players to
collaborate while sticking to the theme of the
original game provided by Group 23.
Extra Credit #1
Prompt: Do you think that the changes you’ve made make the value that guided the game design more apparent?
How?
Response: We felt like we did a satisfactory job in making the value of community more apparent. We really wanted to
emphasize the concept of collaboration by requiring both roles to be dependent on each other for success. Tree players
require cultivators to manage the land that they grow on and if they fall sick, cultivators are the ones that must cure
them. On the other hand, cultivators require tree players to attract an ecosystem of different wildlife so they can gather
sustenance. When both player roles do their jobs successfully, they create a cyclical system that further promotes
collaboration and unity. We even implemented NPCs that compliment them on individual and collaborative successes.
Extra Credit #2
Prompt: What was it like to take on another group’s ideas?
Response: It was definitely a different experience, but it was very educational. The hardest part about working with
another group’s ideas is sticking true to the theme that they have established with their values and verbs. While the
assignment promoted to change as much or as little we wanted about the original game, we wanted to make sure all
our values aligned with the original creators’. A huge emphasis of the original game was community so we knew we had
to make it the forefront aspect of gameplay. The value we chose of self-esteem was more of a complementary aspect
to the essence of community. After experiencing community by having Cultivators work with Tree players, they would
be rewarded by NPCs through boosting their self-esteem. The overall experience taught us a lot about transferring and
molding ideas between different creators and we can’t wait to practice the things we have learned in future projects.

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