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   <title>Michaela Morris</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/michaemm/" />
   <link rel="self" type="application/atom+xml" href="http://interactive.usc.edu/members/michaemm/atom.xml" />
   <id>tag:interactive.usc.edu,2009:/members/michaemm//145</id>
   <updated>2009-04-06T19:22:56Z</updated>
   
   <generator uri="http://www.sixapart.com/movabletype/">Movable Type 3.31</generator>

<entry>
   <title>Sketch 5</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/michaemm/2009/04/sketch_5.html" />
   <id>tag:interactive.usc.edu,2009:/members/michaemm//145.10090</id>
   
   <published>2009-04-06T19:19:59Z</published>
   <updated>2009-04-06T19:22:56Z</updated>
   
   <summary>LoveTAP The scene: Today is a beautiful day, and you have a few things you would like to finish up. You&apos;re feeling pretty good, and, if you do say so yourself, you&apos;re looking pretty awesome too. What better place to...</summary>
   <author>
      <name>Michaela Morris</name>
      <uri>http://interactive.usc.edu/michaemm/</uri>
   </author>
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/michaemm/">
      <![CDATA[LoveTAP

The scene:
Today is a beautiful day, and you have a few things you would like to finish up. You're feeling pretty good, and, if you do say so yourself, you're looking pretty awesome too. What better place to go do this work... and be seen than the local Starbucks or Coffee Bean? That way you can enjoy a beverage, bask in the sun (or the indoor air conditioning) and perhaps catch the eye of a stranger.

The problem:
Say you do in fact find a stranger who catches your eye... and you're too shy to simply march up to them and try to break the ice. This is where this iPhone application comes in. Whenever you are in a Starbucks or a Coffee Bean you are able to access this application. The location based mechanic allows you to view the "blue-print" like set up of the location, showing you the tables and locations in the store. You can tap on your phone where the location of this desirable stranger is, and thus the game begins. In a 20 questions style fashion, you invite the object of your momentary affection to look around the room and by asking yes or no questions, try to figure out who you are. While this application could be played simply as a game it also enables the players to break the ice between one another, and perhaps the end result will be a face to face exchange.

How it works:
You open up the application by tapping on the icon.
Up comes a layout of your current coffee location.
There is an "X" to mark your location, and then flashing icons wherever there are people who also have this application.
You tap on one of those individuals locations on the map, and it sends a "You've been tapped" buzz notification to them and then they accept and begin playing the game.
They ask questions which show up on your phone like text messages and you are allowed to select "yes" or "no" in response.
Eventually after enough of these questions have been exchanged the player who is guessing also can access the map of the store and click on the location where they think you are. If they guess correctly, they win, and if they don't manage to guess in 20 questions or they guess wrong, you win.
If at any time you wish to end the game, you simply select "Quit" and it is over on your phone, and the other player is notified that you have removed yourself from the game.
You can also block certain players from reaching you as a safety/comfort precaution.

Images:
<a href="http://interactive.usc.edu/members/michaemm/LoveTAP.zip">Download file</a>
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</entry>
<entry>
   <title>Sketch 4 - Michaela Morris</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/michaemm/2009/03/sketch_4_michaela_morris.html" />
   <id>tag:interactive.usc.edu,2009:/members/michaemm//145.10016</id>
   
   <published>2009-03-16T20:01:53Z</published>
   <updated>2009-03-16T20:06:21Z</updated>
   
   <summary>I&apos;m really not skilled with this... so I managed (much to my surprise) to change the images in the ball bounce app... Download file...</summary>
   <author>
      <name>Michaela Morris</name>
      <uri>http://interactive.usc.edu/michaemm/</uri>
   </author>
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/michaemm/">
      <![CDATA[I'm really not skilled with this... so I managed (much to my surprise) to change the images in the ball bounce app... 

<a href="http://interactive.usc.edu/members/michaemm/MichaelaBallBounce.zip">Download file</a>]]>
      
   </content>
</entry>
<entry>
   <title>Sketch 3</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/michaemm/2009/02/sketch_3.html" />
   <id>tag:interactive.usc.edu,2009:/members/michaemm//145.9940</id>
   
   <published>2009-02-09T19:19:21Z</published>
   <updated>2009-02-09T19:29:37Z</updated>
   
   <summary>This is for an app that will act like a tour guide when the user is at monuments/abroad. Download file...</summary>
   <author>
      <name>Michaela Morris</name>
      <uri>http://interactive.usc.edu/michaemm/</uri>
   </author>
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/michaemm/">
      <![CDATA[This is for an app that will act like a tour guide when the user is at monuments/abroad.
<a href="http://interactive.usc.edu/members/michaemm/MichaelaMorrisSketch3.doc">Download file</a>]]>
      
   </content>
</entry>
<entry>
   <title>Homework 1, First Sketch</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/michaemm/2009/02/homework_1_first_sketch.html" />
   <id>tag:interactive.usc.edu,2009:/members/michaemm//145.9910</id>
   
   <published>2009-02-02T18:42:25Z</published>
   <updated>2009-02-02T18:43:41Z</updated>
   
   <summary>Finally got this up and working. Download file...</summary>
   <author>
      <name>Michaela Morris</name>
      <uri>http://interactive.usc.edu/michaemm/</uri>
   </author>
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/michaemm/">
      <![CDATA[Finally got this up and working.
<a href="http://interactive.usc.edu/members/michaemm/Michaela_first_sketch_sketch_090201a.pde">Download file</a>]]>
      
   </content>
</entry>
<entry>
   <title>HW - 07 In Dog Years</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/michaemm/2008/11/hw_07_in_dog_years.html" />
   <id>tag:interactive.usc.edu,2008:/members/michaemm//145.9640</id>
   
   <published>2008-11-03T23:19:04Z</published>
   <updated>2008-11-04T01:25:44Z</updated>
   
   <summary>Link to assets list: Download file Link to Original Asset Files (PSDs and JPEGs) Download file Gavan Wilhite: The ball that the player (dog) interacts with during gameplay. Leaf piles that the player interacts with during gameplay. This is what...</summary>
   <author>
      <name>Michaela Morris</name>
      <uri>http://interactive.usc.edu/michaemm/</uri>
   </author>
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/michaemm/">
      <![CDATA[<strong>Link to assets list:</strong>
<a href="http://interactive.usc.edu/members/michaemm/Copy%20of%20game_asset_list.xls">Download file</a>

<strong>Link to Original Asset Files (PSDs and JPEGs)</strong>
<a href="http://interactive.usc.edu/members/michaemm/InDogYearsJPGsPSDs.zip">Download file</a>

<strong>Gavan Wilhite:</strong>

<img alt="ball.jpg" src="http://interactive.usc.edu/members/michaemm/ball.jpg" width="64" height="64" /> The ball that the player (dog) interacts with during gameplay.

<img alt="leaves.jpg" src="http://interactive.usc.edu/members/michaemm/leaves.jpg" width="64" height="64" />Leaf piles that the player interacts with during gameplay.

<img alt="sonar.jpg" src="http://interactive.usc.edu/members/michaemm/sonar.jpg" width="64" height="64" /> This is what the sonar will look like. The dog in the game is blind so he has to use sonar to find out where he should be going (providing the player with visual representation of the space around him) this is the image that will be shown when the player uses that sonar.

<strong>Katrina Wolfe:</strong>

<img alt="cat.jpg" src="http://interactive.usc.edu/members/michaemm/cat.jpg" width="64" height="64" /> This is a cat that the player interacts with in the game, it is an enemy so the player can be injured by inadvertently colliding with the cat.

<img alt="grass.jpg" src="http://interactive.usc.edu/members/michaemm/grass.jpg" width="64" height="64" /> This is the grass, it's what a lot of the ground in the game is made up of.

<img alt="health%20copy.jpg" src="http://interactive.usc.edu/members/michaemm/health%20copy.jpg" width="128" height="32" /> This is the health bar, it depicts the player's health in the game. The bar loses and gains color demonstrating the status of the player (blind dog).

<strong>Michaela Morris:</strong>

<img alt="bush_michaela.jpg" src="http://interactive.usc.edu/members/michaemm/bush_michaela.jpg" width="64" height="64" /> This is a bush, it's an object in the garden.

<img alt="hole_Michaela.jpg" src="http://interactive.usc.edu/members/michaemm/hole_Michaela.jpg" width="64" height="64" /> This is a hole, it is something that the player (dog) can dig to find things or hide things in.

<img alt="michaela_bone.jpg" src="http://interactive.usc.edu/members/michaemm/michaela_bone.jpg" width="64" height="64" /> This is the icon for the inventory in the game. It's a bone because dogs can bury their inventory wherever they like (like a bone).]]>
      
   </content>
</entry>
<entry>
   <title>HW 05- By Michaela Morris</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/michaemm/2008/10/hw_05_by_michaela_morris.html" />
   <id>tag:interactive.usc.edu,2008:/members/michaemm//145.9547</id>
   
   <published>2008-10-16T05:24:03Z</published>
   <updated>2008-10-16T05:28:07Z</updated>
   
   <summary>1. I agree with the critiques I got in class. I think I&apos;m definitely still learning the reins of photoshop, and that is why some of my GUI elements don&apos;t look cohesive in nature. 2. Size: I like the sizes...</summary>
   <author>
      <name>Michaela Morris</name>
      <uri>http://interactive.usc.edu/michaemm/</uri>
   </author>
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/michaemm/">
      <![CDATA[1.
I agree with the critiques I got in class. I think I'm definitely still learning the reins of photoshop, and that is why some of my GUI elements don't look cohesive in nature. 

2.
<strong>Size:</strong> I like the sizes of the GUI elements I used. I think the health is the right size because I think it is a very important element, and I made the ammunition also very large because I wanted players to be aware of the state of their ammo. I also liked the size of my radar, I thought it was appropriately sized on the screen.
<strong>Placement of each GUI:</strong> I liked the placement of my GUI elements, but I would probably change where I put the health icon and the ammunition. I'd probably switch them with each other, putting the health bar on the bottom left and putting the ammunition on the bottom right instead. This is because I've decided that it's more important for the player to know about the state of their health than whether or not they have enough ammunition left.
<strong>Overall color/color scheme:</strong> I thought my color scheme was cohesive, but I don't think it looked as professional and properly integrated as I would have liked. I think if I use the gradient tool a bit more that would change things to look a lot more how I would like them to.
<strong>Iconography:</strong> I thought my shapes were minimalistic and I like them that way. The only one that wasn’t was the health bar because I liked presenting the character with an actual physical representation of them instead of just a health bar. Otherwise, I like how I had the elements.
<strong>Style:</strong> I don’t think I was able to really establish a style with my GUI elements because I’m still learning how to properly use photoshop. I think I’ll be able to make it more appropriately stylized as I figure out how to more adeptly use the pen tool and the gradient tool. I would make each GUI item look even more robot-esque, sort of futuristic.

3.
I am still really intimidated by the tools in photoshop. I’ve used the pen tool a lot, and I think I’m finally starting to get the hang of it. I also feel confident about the custom tool function (both of which I used in the creation of my GUI) I also used the selection tool and the fill tool. I used the selection tool whenever I wanted to move one of my objects, and the fill tool to color them. I used the pen tool to create my health icon and the custom shape tools for the radar and the thruster/heat bars and the weapon bar. Some of the tools I still can’t get to work just right for me so I stray from using them, but I am beginning to get much more comfortable with photoshop.
]]>
      
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</entry>
<entry>
   <title>Assignment 2 - by Michaela Morris</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/michaemm/2008/10/hw04_by_michaela_morris.html" />
   <id>tag:interactive.usc.edu,2008:/members/michaemm//145.9478</id>
   
   <published>2008-10-05T22:13:59Z</published>
   <updated>2008-10-06T18:22:51Z</updated>
   
   <summary> 1 Health bar 2 Radar 3 Thruster and overheat information 4 Weapon and remaining shots information 1. The health bar is the most visible on the GUI because it is the most important piece of information for the player...</summary>
   <author>
      <name>Michaela Morris</name>
      <uri>http://interactive.usc.edu/michaemm/</uri>
   </author>
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/michaemm/">
      <![CDATA[<img alt="Gundam%20screenshot%20copy.jpg" src="http://interactive.usc.edu/members/michaemm/Gundam%20screenshot%20copy.jpg" width="355" height="200" />

<img alt="Wireframeforgundam.jpg" src="http://interactive.usc.edu/members/michaemm/Wireframeforgundam.jpg" width="500" height="291" />

1 Health bar
2 Radar
3 Thruster and overheat information
4 Weapon and remaining shots information

1.	The health bar is the most visible on the GUI because it is the most important piece of information for the player to know. It will be colored and it will be green when the player is not in any danger of dying, but it will begin to turn red as the player gets closer to mortality.
2.	The radar is also a very prominent piece of information because it’s really valuable for the player to know where enemies and allies are in the realm of the game, so the more noticeable and helpful we can make it the better.
3.	Thruster and overheat information goes on the bottom left of the screen because that way the player can see the information out of their peripheral vision.
4.	Weapon and remaining shots information is by the thruster information so that the player can figure both out at the same time and it is information accessible through peripheral vision. 
]]>
      
   </content>
</entry>
<entry>
   <title>HW03 - GoldenEye 007 for N64 by Michaela Morris</title>
   <link rel="alternate" type="text/html" href="http://interactive.usc.edu/members/michaemm/2008/09/hw03_goldeneye_007_for_n64_by.html" />
   <id>tag:interactive.usc.edu,2008:/members/michaemm//145.9408</id>
   
   <published>2008-09-28T08:01:04Z</published>
   <updated>2008-09-28T08:09:49Z</updated>
   
   <summary>GoldenEye 007 Gameplay Footage: http://www.youtube.com/watch?v=52ub7tffQJw I really don’t play that many First Person Shooters because I feel like the gameplay gets stale and I get tired of shooting endless amounts of enemies after a while. However, if one FPS sticks...</summary>
   <author>
      <name>Michaela Morris</name>
      <uri>http://interactive.usc.edu/michaemm/</uri>
   </author>
   
   
   <content type="html" xml:lang="en-us" xml:base="http://interactive.usc.edu/members/michaemm/">
      <![CDATA[<strong>GoldenEye 007</strong>
<img alt="screenshots007.jpg" src="http://interactive.usc.edu/members/michaemm/screenshots007.jpg" width="300" height="439" />

Gameplay Footage: http://www.youtube.com/watch?v=52ub7tffQJw

I really don’t play that many First Person Shooters because I feel like the gameplay gets stale and I get tired of shooting endless amounts of enemies after a while. However, if one FPS sticks out in my mind it’s definitely Goldeneye for the Nintendo 64. I like Goldeneye 007 the best out of any First Person Shooter because I feel like they really got the gameplay right, but that aside, the GUI elements are more simple than many games I’ve ever played. It only displays the information you absolutely need to know when you need to know. Ammo when you need to know, shields and health when you’re in combat. Instead of cluttering my screen, I can focus on the game at hand and trust that it will tell me what I need to know when I need to know it. 

<strong>Wireframe:</strong>
<img alt="wireframe007.jpg" src="http://interactive.usc.edu/members/michaemm/wireframe007.jpg" width="350" height="245" />

Wireframe Breakdown:

1. Health - When you are being shot at, this pops up to tell you how much you are being injured.

2. Shield - Also only pops up if you are being shot at, lets you know the status of your shield.

3. Ammo - Tells you how many bullets/ammunition you have left of whatever weapon you are firing.

I think what makes me really like this game is the really simple GUI element. It just gives me enough information - not too much.
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