PHASE 2 : PLAY GIFTS & MANIPULATIVE
In this phase 2.2, I narrowed down the unique features of Phase 2.1 and I selected the ramp as the most prominent feature that could be translated into toy form.
I have designed a toy which is there are many different shapes
This toy is to let player assemble them to make a path for a marble rolling. Some of these shapes were cubic in form, while others were designed with curves. Cube are simple shapes, but they are highly durable and easy to work with. So, I used cubes due to their durability and their ability to stack and create the path from each cube and elevated spaces.
For my study, each architect made used of a central curve ramp to let people move freely and without difficulty. Following this, I decided to implement curves to emulate the idea of free and continuous movement around a central path when the player plays this toy.
There are three levels of this toy to challenge the player : easy, medium, and hard.
Also got this idea from skylight of my building in phase 2.1. The skylight has individual section that are place together. In much the same way, my toy is constructed of individual component that when separate cannot function but when they come together their can work.
This toy has several benefits. The player can use their imagination and experiment with different setup and custom path from start to finish. A final benefit is that, by rolling the marble down a curve, a ramp, or straight section, players can race one another to find how best the marble moves through this toy. This clearly connects with the real life idea of finding the best path through a building.
I named my toy 'rolling marble'
I have designed a toy which is there are many different shapes
This toy is to let player assemble them to make a path for a marble rolling. Some of these shapes were cubic in form, while others were designed with curves. Cube are simple shapes, but they are highly durable and easy to work with. So, I used cubes due to their durability and their ability to stack and create the path from each cube and elevated spaces.
For my study, each architect made used of a central curve ramp to let people move freely and without difficulty. Following this, I decided to implement curves to emulate the idea of free and continuous movement around a central path when the player plays this toy.
There are three levels of this toy to challenge the player : easy, medium, and hard.
I designed my toy in this way because simple building often offer only one path from end to end. However, more complex building offer several path from end to end. But of course, the player can also have the option to build their own imagination.
Also got this idea from skylight of my building in phase 2.1. The skylight has individual section that are place together. In much the same way, my toy is constructed of individual component that when separate cannot function but when they come together their can work.
This toy has several benefits. The player can use their imagination and experiment with different setup and custom path from start to finish. A final benefit is that, by rolling the marble down a curve, a ramp, or straight section, players can race one another to find how best the marble moves through this toy. This clearly connects with the real life idea of finding the best path through a building.
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