Interdisciplinary Design Studio

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INTERACTION DESIGN I

PA R T I : R E S E A R C H R E P O R T

Research Report Educational immersive simulation game design to enhance understanding of corn-water-ethanol-beef system nexus

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Project Brief

U NIV E RSITY OF NEBRASKA - LI NCO LN

Design Team: Alejandro Benavente, Rebecca Davis, Tiah Davis-Northway, Davita Dick, Anna Drehs, Jake Eiserman, Sierra Hearn, James Linsay, Bonnie Ricketts, Megan Rook, Kyle Shemek, Anna Sousek, Helen Stigge, Chris Vovra, Haley Wilke Professor: Colleen Syron FA LL 2016


CREATI VE B R I E F

effects; and validating the models for

The corn-water-ethanol-beef (CWEB)

coupling based on historical data and

system requires large amounts of

events to analyze different scenarios to

freshwater resources and energy and

better understand their interconnectivity. (2)

has a large environmental footprint in

Build an educational immersive simulation

terms of wastewater and greenhouse gas

game to enhance understanding of the

emissions. The overall goal of this work

dynamics of the CWEB system. This

is to develop an educational immersive

will require designing a simulation game

simulation game to enhance understanding

framework; and developing an educational

of the complex interactions of the CWEB

immersive simulation game. (3) Prepare

system nexus through outreach activities

FEW educational materials and conduct

including 4-H programs, partnerships with

outreach activities to 4-H programs, high

high school teachers, and engagement of

school teachers, undergraduate students,

undergraduate students and the public.

and the public. This will require conducting

Specific objectives and tasks for reaching

outreach activities to educate K-12 students

that goal include: (1) Develop a simplified

through 4-H programs; providing curriculum

integrative CWEB model from existing

materials, training, and support to high

individual sub-models and datasets that

school teachers for incorporation into their

describes the complex dynamic interactions agriculture vocational educational programs; of the CWEB system. This will require

and integrating experiential learning

evaluating and compiling existing data

activities into the “Food, Energy, and Water

and sub-models of the CWEB system

(FEW) in Society� minor at the University

thoroughly, linking sub-models and utilize

of Nebraska-Lincoln and the Justin Smith

game theory to understand coupling of

Morrill Scholars program. Expected

these models with social, economic, and

outcomes include an immersive simulation

environmental effects utilizing game theory

game, a simplified integrated model, and

to understand the coupling of these models educational materials for 4-H, high school, with social, economic, and environmental

and undergraduate students.


PRO PO SE D S C E N E S

GA ME E L E ME N T S :

Control Floor

Control Units:

• Rain, weather, season

• Feedlot

• Economy (oil, ethanol, corn, beef)

• Cattle Farm – Field with Cattle Pen

Population • Demand for beef, oil, corn, ethanol, water Farm • Corn / Soybean rotation • Input into beef and ethanol

• Beef packing plant • Ethanol Plant • Food Plant • Grain milling plant • Corn Farm (Aquifer level) Roles/Characters:

• Irrigation system

• Farmer (crops and/or animal)

• Water / aquifer

• Ethanol plant manager

• Possible cattle/ranch

• Corn milling/food plant

• Grain storage

• Cattle feedlot manager

Beef • Cattle / ranch – grass land • Feedlot • Manure management (on hold) Ethanol Plant (dry grind) • Gas prices • Oil prices • DDGS – feed cattle/feedlot • Possibly add cellulosic ethanol plants

• Beef packing plant manager • Regulator (government policy maker/EPA/city level)


Configuration interfaces:

Audience Profile:

• Crop rotation

• Game Audience (initial):

• Population size

• 4H High School Students –

Experts • Jeyamkondan (Jeyam) Subbiah, Ph.D., P.E.. Professor of Biological

• Food/energy/water demand

Encouraging students towards STEM

Systems Engineering and Food

• Greenhouse gas production

fields

Science & Technology

• Evapotranspiration – irrigation

• College Undergraduates in Food,

• Mitchell | John | Nathan: BioScience

management

energy, science minor. Use the

students and local farmers

• Crop rotation

game as a teaching tool for the

• Deepak R. Keshwani, Ph.D.:

• Transformational technologies

minor. Food, energy, science minor.

• Climate change

• Long-Term (potential) Audience:

• Local or purchased manure

• Farmers / Beef Producers –

• Irrigation management

Simulation game to learn how better

• Central pivot

to balance the stimuli

• Flood irrigation Status Widgets: • Based upon game model outputs: • Profits (short-term) • Sustainability • Long-term effect (on profits, environmental health) • store/sell products – Grain bins • Greenhouse gas emissions • Soil health

Similar Gaming Environments • African Farmer: www.africanfarmergame.org • Journey 2050: growingthenextgeneration.com • Farmville 2 www.zynga.com/games/farmville-2 • Farm Simulator 17 www.farming-simulator.com

Associate Professor of Biological Systems Engineering • Lindsay Shearer / Brandy Wagner: 4H Youth Development • Dr. Eric C. Thompson, Associate Professor of Economics & Director of the Bureau of Business Research and David Rosenbaum, Professor of Economics • Jennifer Keshwani, Ph.D. Assistant Professor and Biomedical Engineer • Ashu Guru, Assistant Professor of 4H Youth Development & Application Developer • Suat Irmak, Ph.D.: Distinguished

• Weather – precipitation

Professor, Department of Biological

• Commodity prices

Systems Engineering

• Ethanol demands • Water availability – Aquifer levels

• Richard Koelsch: Livestock Bioenvironmental Engineer. Biological Systems Engineering & Beef Presentation


Expert Interviews


FA R M E R S — I N T E R V I E W

E X E C UT IVE SUMMARY

One of the most important parts that should be included in the game is being able to have their own personality represented. Another important aspect is having character points, such as interacting with your family, riding a tractor with your son, or playing with the dog. Having these points are to help an understanding of the importance of family on the farm since family members usually are the main helpers. Having options to choose what brand/color of machine you want and being able to choose to upgrade the machines as time goes on. Different scenarios that affect the farm, such as drought, flood, wind and hail damage, disease, and pests should be included and should increase in severity within reason (stay realistic) as the game increases in difficulty. It would be good to include the option of buying land, knowing the different soil types, whether it’s irrigated or not, and what acreage it is. C O NC ERNS

What brands of crops are available?

What specific models of equipment should be used?

What are the different types of land you can buy? (soil types, irrigated/non-irrigated) How should we include equipment upgrades?

What disasters should be included? How severe should they get? What types of insurance will be available?

What are the bare necessities of owning a farm?

What are the statistics on how many farmers rent equipment v. how many buy? How many borrow equipment from neighbors?

What’s the average number of hired workers per farm?

Cattle

use red and black Angus cows no holstein cattle

Insurance

Insurance is an important part, it’s not smart to go without it Multi-Peril Insurance on crops – take out on insurance when you have a bad year Disasters: Medicine and Costs = reduce death loss Hail storms Droughts Wet years Floods

Equipment

equipment more accurate than characters technology is important be able to purchase an upgrade for equipment large tractors, planters, stumpers (stock chopper), ridgers (hillers), shredders, wheel loaders, service pickups, semis w/ grain trailers, field sprayer

Example Farm Needs: 1700 acres 3 large tractors 2 12-row planters Stock chopper/Stumper 2 Hillers/Ridgers/Ditchers Shredders 2? Wheel loaders 2 Service pickups 2 Semi Trucks Multiple sheds Sprayer Drive big machines • i.e. small upgrade – planter upgrade that allows you to buy parts that make planting more efficient – more accurate seed planting so that seeds are planted accurately and farmers save on seeds • different tractor options or at least different colors • Farmers are brand loyal so they wouldn’t have a green combine and a red tractor.

over time the equipment can offer upgrades but can still look the same maybe offer upgrades for planter to save seeds maintenance everyday or greater chance your equipment will break down trade land/ equipment white fences are not necessary because they cost a lot 1,000 acres you only need 2-3 people Multiple bins for grains, etc. Sheds for equipment Silos = Less common

Appearance

Outfits button up shirt, work boots, jeans, maybe baseball cap no cowboy hat or boots change outfits with seasons DON’T MAKE THE CHARACTER LOOK DUMB Listen to Music while Farming – Pop, Rap, anything Not everyone who grows up on the farm takes over the farm Family helps out, mom helps out too Irrigation vs no irrigation Different Soil Types


E T H A N O L - I N T E R V I E W W I T H D E E PA K

E X E C UT IVE SUMMARY:

The learning objectives of the plant should focus on the main objectives: production, cost, and safety. There should be visual components that help the player monitor these main objectives, that also provide a short summary of the important aspects that highlight each components. C O NC ERNS:

- Speaker said that a lot of the work is “automated”, we need to know specifically what are the responsibilities of each factory worker, and what specific jobs are covered by machinery. - Address all the factors that affect production, a very brief introductory summary was given, but more details would be beneficial. - Cost – Average Cost of Machinery and Insurance

Ethanol Plant Concerns - grain supply (making sure it’s consistent ) - Grain quality - Storage ability - Safety - DANGER: ethanol is HIGHLY flammable - monitor equipment and quality

Ethanol Plant Location

-Ethanol Plants want to be by railroads -Consider cost allocations –location of plant will affect the cost of the corn’s transportation when it’s ready to be shipped

Ethanol Plant Staff

- Ethanol Plant: Plant manager, 4-5 people operating, have a scientist on staff, seasonal help, engineer doing safety checks - Plant Manager Responsibilities: Consistent & quality grain supply, ensuring the grain comes in, making sure equipment runs, and making sure everything is safe - Necessary equipment and clothing: safety vest, hard hat, safety glasses, ear plugs, work boots, jeans

Factors That Affect Cost

- cost of the corn itself - Whether natural disasters affected productions - transportation for the corn to be shipped - Abundance of jobs in processing plants


4 H E X T E N S I O N — I N T E R V I E W W I T H B R A N D Y & L I N D S AY

E X E C UT IVE SUMMARY

The aim of this report is to learn more about the age groups that will be targeted for this game. We learned more about the age groups and their characteristics through a powerpoint presentation given by 4-H staff members. We found that there are two different age groups within the desired audience, and that the age groups have distinctive physical, mental, emotional, and social traits. However, there are several elements that both age groups respond to. In order to create a game that appeals to both age groups, these elements should be included. C O NC ERNS

Which traits are most important to consider when developing the game?

Social sharing seems to be very important with these age groups, how can we incorporate this into our game? Should there be gendered differences or a more unisexual experience?

How old will your character start as? Will your character age over the duration of the game? Will there be a family element, and if so how important?

Will the information be taught beforehand or learned after failures?

Basic Information

Mission of 4H - "Empower youth to reach their full potential while working with adults." 140 thousand participants in Nebraska 4-18 age group

Delivery Modes

Camps Clubs School enrichment programs After school programs

Ages 13-15

Physical Rapid Growth Girls before Boys Hormones Mental Concrete to Abstract Keep attention longer Problem Solving Emotional Self conscious Mood swings Test values Need reassurance Self Discovery Social Activities with peers Peer recognition, acceptance, and pressure Same sex peer groups Active participants Work in small groups

Ages 16-18

Physical Comfortable with body Contemplating more complex tasks Mental Future oriented Goal setting Abstract conversations Opinionated Independent Emotional Identity Responsibility Personal philosophy Social Very social Close, long-lasting friendships Acceptance by opposite sex Desire to be part of a group but want to be recognized as individual

What should the game be like

Make game addicting like Minecraft and Snapchat (filters) User-friendly Challenging Application to real World Achievement goals Teach responsibility Educate on consequences beforehand possibly More real life Maybe include social events like state fair Needs instant feedback, reassurance, and social sharing Educate on consequences and profits Why was it good? Why was it bad? Adding family values

Additional Concepts

Girls: captivate with social and leadership roles, nurturing and caring Application to real world - teens want it relevant to what happening in the world today Highlight family interactions - farming in families is a process that involves the entire family, and farm education begins early on with youth helping their parents


ECONOMICS — INTERVIEW WITH D R . E R I C C . T H O M P S O N & D AV I D R O S E N B A U M

E X E C UTIVE SUMMARY

Crops are affected by rainfall, fertilizers, pesticides, irrigation, and time of harvest. Crops affect water through

Ethanol is used in the transportation of crops, cattle, more ethanol, and in severe droughts even water. The

runoff, wherein pesticides may cause environmental damages.

efficiency of a corn-ethanol conversion plant affects the price of ethanol, which trickles down to change the price of crops, cattle, and water. These price changes in turn cause a change in the value of processed beef, crops, and water.

Feed cattle consume some crops, may trample some crops, and consume water. Insurance should be available,

with a pricing, systems for disasters, regular life insurance, and potentially saving for retirement (through the accumulation of farm assets in most instances).

In addition to monetary commerce, players should experience the exchange of goods and services between

farmers through trades and deals not using currency. Neighbors will be more reluctant to help those who have nothing to offer, and be kinder towards those who’ve helped them out in the past.

Droughts would affect the economies of all industries differently. Droughts raise the need for irrigation use if

available, increase the cost of water/apply water rations. Droughts increase the value of the few crops produced during them, so the corn-ethanol production costs would increase. The cattle can die off during extreme droughts and dry seasons, and their value is also increased due to drought.

C O NCERNS

Should the game have different types of insurance, and how far in detail should it go? (Ex: Price disaster, life insurance, 401K)

How much of an emphasis should there be on relationships with neighbors and friends? (Ex: The more you interact with your neighbor the more likely they will be to help you)

How should economic shocks be implemented in the game? (Ex: Drought, natural disaster, economic crash, etc.) How could an advanced economic sistem such as be fun and informative in a way that draws the players into the game, and possible convince them to pursue a career related to agriculture?


O U T C O M E S — I N T E R V I E W W I T H J E N N I F E R K E S H WA N I

E X E C UT IVE SUMMARY

After hearing Jennifer’s lecture about student-learning objectives’ we have realized that the corn-water-ethanolbeef system needs a game that educates middle school and high school students on the complex farming, ranching and ethanol industries. The learning outcomes where based on the objects presented in the national agriculture literacy outcomes being implemented in public schools today. The 1st goal is to present the option of the player having a specific role in the agriculture system. As the game progresses the player will face real-life situations such as weather damages and interaction with other players. The players will interact with experts through in-game videos. By the end of the game, the student will understand that the difficulties faced in the agriculture industry can be solved using systems thinking and hard work. C O NC ERNS

How many levels should be in the game?

At what level is the weather damages included? How quickly can a player finish the game?

How much real-time passes in “1 year” in the game?

How many opportunities will be given to the player to interact with other players? Are expert videos mandatory to watch for the player?

Will there be a limit to how long the player can participate in the game in one day?


I R R I G AT I O N S Y S T E M S — I N T E R V I E W W I T H S U AT I R M A K

E X E C UT IVE SUMMARY

This report is written to provide the important details about irrigation in agriculture and its effects on the environment. By listening to an irrigation expert we found there are significant financial and efficiency differences between the 3 variations of irrigation systems. We also found that tilling fields may increase soil health but may also require more water due to increased evaporation. By offering all 3 options of irrigation systems; center pivots, soft-drop irrigation and gravity irrigation, the players will be given the opportunity to better understand our irrigation systems in agriculture. C O NC ERNS

How detailed is the irrigation system going to be?

Is it going to reflect the actual prices of irrigation systems? (up to $140k) Will all three types of irrigation be available?

Will tilling the soil be available and will it affect how much water you need? Will different types of crops in the game require more or less water? Will crop rotation and cover crops be involved in the game?

Will there be consequences to not irrigating enough or too much? Will farmers have a limit on how much water they can use?

Basic Information

40% of Nebraska land is irrigated till vs no till Irrigation has a 600% yield increase Farmers don’t pay for water but are limited on use 56 million acres of irrigated lands in the U.S. United States is third in the abundance of irrigated land in the the world (china and India are #1 and #2) 115,00 active irrigation valves in the state of Nebraska alone Nebraska 5 years ago was ranked 30th in technological agriculture, now we are number 2 (California is 1st)

Crop Rotation

Cover crop is used to protect fields Plant after corn to help increase nutrients in the field wiki definition: a crop grown for the protection and enrichment of the soil. minimize wind damage, and soil erosion

Types of Irrigation

Drain irrigation Dry irrigation

Challenges

Seed selection Herbicide, etc. Irrigated or not Insurance Harvesting Transportation

Deficit Irrigation Practice

Farmers have a limit to the amount of water they can pump Timing is Critical: Farmers need to be very careful when and how much they water

Cropping Systems Popular Crops

Field Corn, Sweet Corn, Watermelon, Soybean, Sorghum, Pop Corn, Seed Corn (financially beneficial, but restrictive) Till vs. No-Till Field tilling fields had been used for hundreds of use in recent years farmers and scientist have discovered that it might not be the best practice, because through this process the fields lose a lot of water through evaporation no till fields help maintain water, because they do not lose water through evaporation when the field is tilled

Irrigation Systems

Center pivots, top to bottom most expensive have to have a square field in order to implement center-pivot roughly $140,000 soft drop irrigation - bottom to top can navigate any shape of field gravity irrigation cheapest form of irrigation, but least effective


BEEF PRODUCTION - INTERVIEW WITH RICHARD

E X E C UT IVE SUMMARY

There is a consistent system that beef producers follow for raising their cattle. There are three main phases in the cycle of cattle production. Calving, Backgrounding, and Finishing. Calves move to the follwing two periods once they reach a desired weight range. During Backgrounding, cows are grazing on grass and other forage in the pasture until they reach 800 lbs. In the summer, farmers may be harvesting extra forage in case the pasture isn’t a sufficient source of food. Cows in Finishing at the feedlot are fed a high energy diet of corn and distillers grain to fatten them up before slaughter. They remain at the feedlot until they reach 1400 lbs. Steers (castrated male cows) and Heifers (mother female cows no longer calving) are sent to slaughter in Semi Trailers. Two breeds of cows are used for beef production in Nebraska: Black Angus and Herefords. Feedlots need to manage cattle manure to prevent water contamination. Many farmers spread cattle C O NC ERNS

-How many Cattle can you raise at a time? What does that depend on? Are there any restrictions? -How much space do you need to raise the average sized herd of cattle? -What is the cost to raise a cow from calving to finishing? -What would an Angus or Hereford be worth during a good year? During a bad year? -What is the average income of Cattle Ranchers in Nebraska? -What other maintenance has to be done to the cattle in the finishing process aside from feeding and cleaning manure? How often are they cleaned? Are they given growth hormones or vaccinations? -Do farms perform the whole process? -Can one farm specialize in breeding and raising with others specializing in finishing? BAS IC INFORMAT ION

3 Sectors in Beef Industry

Cows, calves, and retained heifers on pasture Cow goes through cycle annually

Cow/Calf

Calf is total income of this process Nurse 3-6 months, then go through weaning process: Total Separation or Fence Separation

Backgrounding

Calves to backgrounding at 6 months Grazing period in pasture Calves < 12 months Yearlings = 12 months 500 lbs-​backgrounding -Steers/heifers put on cheap forage -Usually put on field of corn stalks in Nebraska

Finishing

Begin at 800 lbs In feedlot 4-6 months Cows are fed high-energy diet -Some calves and most yearlings -2-3 lbs a day gained -25 pounds of feed per pound of beef -expensive process -large barns or open lots for marketing around 1400 lbs -distillers grains and corn

Packing Plant

Cows sent in semi-trucks Steers -Castrated males Heifer -Mother females -Some brought back to cow-calf, some sent off to slaughter

Beef production calendar February-May Calving occurs

When calving is started matters for future quality of food (closer to Feb. the better) For at least 6 months the mother is the primary source of nutrition for calf Shortly after birth: -vaccination -de-horning -castrate

May-June:

-Healthy calf ready to start grazing -Heifers and cows for calving in 9 months

May-July:

-Harvesting extra forage for time when pasture won’t support cows -Corn stalks used for backup forage

Fall:

-if there is a dry year, cows may have to be sent to packing plant sooner, because of low food supply, loss of money 25% more value per unit in distillers grains over corn Environmental challenges and opportunities with confined livestock -processing manure -manure makes corn fields more drought tolerant -manure is better than commercial fertilizer -nitrogen and phosphorous -manure/waste must go through huge recycling process before being used

Types of cows (typical) Angus

-60% of commerical cow herd -solid black cattle -resistant to harsh weather -undemanding/easy to handle -mature very early -high carcass yield w/ nicely marbled meat -females calf easily -used as a genetic de-horner

Hereford

-red body/white face -popular among settlers in West -heartiness -withstand harsh weather


BEEF PRODUCTION - INTERVIEW WITH RICHARD

Other Costs Repair/Maintenance fees Hazard costs Game Play Start on even playing field Autonomous equipment Use of controlling time Various tasks Lose money in one season, make a ton in another Make it fun Show why it’s enjoyable to be a farmer and the importance of it Show lifestyle Bring an interest into the farm-life/ background Achievements labour = Satisfaction Experimenting, Taking risks to improve, cost-benefit Strategy/RNG/Different Scenarios – Reference Rollercoaster Tycoon Ground level, water level, etc. Trait levels/Character points 15-20 min gameplay/day Adding time limits to different scenarios, having a minimum of materials/profit/etc. to pass and move onto the next scenario Explain why you got the score to show what to do to improve Hire a person in a game to do multiple jobs not just one task Realistic vs. Practicality Free mode


Game Experience


African Farmer Overall we felt that African Farmer was fairly balanced with its gameplay and learning experience. Upon first entering the game, we were a little confused as to where to go and what to do, without using the tutorial given and was a little discouraged from the start. The navigation throughout the game wasn’t the cleanest, but we could tell that the designers focused more on the learning aspects of it, rather than the visual ones. The one thing that we enjoyed about the game was the very realistic qualities that it had; taking care of a family, balancing out meal diets, planting and taking care of the crops, dealing with random hazards, with the farm or family, and monitoring income. The main thing focused on once the game was started was maintaining the family and paying bills. e found ourselves putting the family over the farming aspect of the game, becoming the secondary rather than the primary objective. Getting a random family was interesting, but it probably would have been better had there been some sort of difficulty rating or something to hold off larger families because I feel players would just keep restarting the game until they got a good family to start with. So the difficulty was random, some players would have a good time with less hazards, while some would have a lot of hazars and be discouraged from playing the game. I felt that the game was easy to navigate after spending some time just learning the flow of things, once the game started to progress, it did however, fall into a sort of repetitive motion. If there was more randomness, or possibly more things to do, like monitoring the health of the soil, soil levels, etc., I think it would engage more with the player. I learned quite a few different things from this game such as how fertilizer can increase the yield of your crops, the cycles or phases involved with farming, and how task heavy things can be. The tasks were an interesting concept, showing the mechanic of it, but the limited amount and why it was that way seemed odd, and wish there was an explanation as to why only 2 tasks per day were allowed. Starting out with 2 adults that could only work a certain amount was a little frustrating.

The shop had good ideas behind it, although I felt the design could be a lot better. In order to purchase items, unneccessary steps had to be taken. To purchase items one had to click and drag the wanted item into their cart after clicking on the buy tab, and either drag every time they wanted that item, or hold down a number 1-9 to drag multiples. If there was just a double-click or single-click, it would have gone a lot smoother and kept the tempo of the game up. The game proved to be more difficult than it was rewarding. Progressing through the game, again there wasn’t really enough incentive to keep on playing. It did show the struggles of a farmer in Africa, and possibly around the world, with the struggles they faced. Summary Positives: Learning about farmlife and how intense it can be Realism Some randomness Insight into a farmer’s way of life Interesting approach on tasks Negatives: Lack of visuals Navigation seems confusing at first glance Not enough to do/repetitive More difficult than rewarding Difficulty was randomized Shop mechanics



Journey 2050

U NIV E RSITY OF NEBRASKA - LI NCO LN

Research Assembler: Chris Vovra Professor: Colleen Syron FA LL 2016


Journey 2050 had an excellent user interface with bright colors, engaging design, helpful logos, and easy navigation. Players were not easily bored or lost within the interface as the information was clearly presented. Conceptually the sustainability barrel was strong, especially with the usage of logos and color coordination, however the execution was weak in comparison. Videos were used to explain much of the game, including the sustainability barrel, however they were relatively long and not engaging/necessary to play the game(as the game explains things briefly as you play). Users did lose some of the educational value by skipping videos, but the game was not too difficult to understand.


Players did not enjoy working under the time constraints of the game, as they felt time was more important and valuable than sustainability. The game did not show what tools one would actually use for the jobs nor are they discussed whatsoever. The family members were shown, but kept very vague and not important to the gameplay. No character has a personality, everything feels computed. The players can contribute to community improvement if they wish, which was a nice feature to show the often unheard of side of farming in communities. There is no explanation as to why the 3 countries you visit are in the game.The game sounds for notifications get very annoying in some parts where the player is almost spammed with information. The background music is fun but not too distracting, along with the ambient sounds of birds, wind, etc. After stages players were quized on what they learned, however the quizes were not succesfully implemented. The quiz only informs and teaches if a question is answered correctly. When a user clicks the hint button, the answer is practically given to them in a way that removes any challenge from the experience.


At the end of a phase of farming your investment results are displayed clearly to help you revise and learn from your choices easily. At the end of a level your sustainability is tallied up and you see where your weakest/strongest points are on the sustainability barrel. At the end of the game players could create themselves, envisioned in an agricultural job of some sort. The players then answered a few brief questions before the game suggests a career based around sustainable agriculture that is suited to what the player likes to do.


Farming Simulator 7 Analysis

Question:

Where does the game succeed and fail?


Goal: The overall goal of Farming Simulator is to have the player build, operate, and expand a realistic virtual farm. Utilizing all sorts of necessary vehicles and macinery, the player gets to experience an immersive simulation of being a modern farmer. With an abundance of crops and animals for you to plant and raise, and with almost every small detail counting for something, there is more than enough in this game to keep a player bustling around their farm.


Game Summary Interface Design: The design of the game pays respect to modern farmers. The basic Heads Up Display of the game is very clean and respectable. Having your “24/7 info“ displayed on the screen without cluttering it. All in-game icons and menus utilize similar designs to create a cohesive interface. There isn’t a whole lot that pops up on your screen constantly, which helps keep the clean and calm design together.


Pros: The game succeeds in many areas. First and foremost, its attention to detail is outstanding. The immersion level is increased due to vast amount of real machinery and duties placed around the players farm. Multiple types of tractors, sprayers, combines, semi-trucks litter the farm as you progress through. It also succeeds in avaliblility to the public. Despite it costing a bit to play, it is avalible on computer and game consoles for anyone to pick it up.

Cons: The game has some notable flaws as well. Even though the game has a deep immersion level, the overall engagment level of the player is somewhat low. I personally felt a “why am I playing this“point during my time with the game. I also found that learning the game takes alot of time and experimenting. The menu’s can be somewhat complicated and even frustrating. From an educational standpoint, the game somewhat succeeds but I don’t find myself learning or questioning the needs of the world when it comes to crops and animals.


Pros and Cons

Conclusion: Farming Simulator is a game that really puts you in the boots of a modern farmer. Though the interface takes a while to learn, it has a solid design and works in the long run. The game’s inventory allows deep immersion but is sadly dulled with a lack of overall engagement. You might not learn about the supply and demand of crops and animals to our modern economy, but driving a tractor can make it up.


Farmville 2 Analysis


Personna Design Personas are important because they help guide decisions about product features, navigation, interactions, and even visual design. By utlizing personas, the user is brought into focus, and the designers and their clients become fully aware of the audience.


P E R S O N N A D AT A

In order to fully understand the target audience, we chose to focus on the high school personas.

We wanted to include people with a variety of farm experience in order to have a more realistic response to the game.


Jason Vergun Age Location Ethnicity Family Hobbies Job Subject

17 Mills, NE German and Korean Mother, Father, Brother, Sister, Grandfather Civilization V, Sims, Tractor Riding Farm Hand STEM

Jason grew up under his family’s traditional farm life, but has watned to get away from that lifestyle, at least from the traditions. Jason wants to go to the city and study engineering, focusing on agriculture. Interested in the farming process, Jason wants to learn more about how different experimentations create different yields of crops. As a child, Jason grew up following his older brother’s footsteps, distancing himself from the rest of the family. The only ones that know about his sexuality are his older brother, who supports him but doesn’t understand, and his grandfather. In his spare time, Jason likes to play video games such as Civilization V and Sims, and hangs out with his dog, Bagel. On the weekends Jason plays backyard football and baseball with some close friends as he likes to be a part of a group. However, outside of his sport friends, Jason likes to maily keep to himself. Jason grew up riding in tractors with his grandfather and still enjoys doing so today. One of his favorite this to do is riding around the farm with Bagel and listening to pop and today’s top 100 hits.

Motivations

Being Different Farm Engineering

Frustrations

Conforming to Family Traditions

Farm Experience

un-experienced

experienced


Grayson Pierce Age Location Ethnicity Family Hobbies Job Major

21 Lincoln, NE German Mother, Father Camping, Welding, Watching TV, Pokemon GO Rec Center Employee Mechanical Engineer

Grayson loves camping, running, spending time outdoors, welding, and watching The Office, Parks & Rec, and Husker football. His favorite food to eat is Spagetti and likes drinking a can of Pepsi. On the weekends he enjoys going out to the bars. His favorite form of social media is Snapchat where you’ll see many pictures of his dog named Bear. He is an only child so his friends are just like family. Grayson enjoys playing Minecraft online and goes to ted. com for inspiration. He also enjoys playing pokemon GO.

Motivations

Curious about Farming Machines Multiple Things to Do Rewards

Frustrations

Bad Graphics No Explanation Not Enough Time

Farm Experience

un-experienced

experienced


Jimmy Davidson Age Location Ethnicity Family Hobbies Job Subject

17 Columbus, NE Welsh Mother, Father Gaming, Basketball McDonalds Math

Grayson loves camping, running, spending time outdoors, welding, and watching The Office, Parks & Rec, and Husker football. His favorite food to eat is Spagetti and likes drinking a can of Pepsi. On the weekends he enjoys going out to the bars. His favorite form of social media is Snapchat where you’ll see many pictures of his dog named Bear. He is an only child so his friends are just like family. Grayson enjoys playing Minecraft online and goes to ted.com for inspiration. He also enjoys playing pokemon GO.

Motivations

Nebraska Native (obligation) Curiosity Gaming

Frustrations

Opposite Gender Science Class

Farm Experience

un-experienced

experienced


Adriana Orr Age Location Ethnicity Family Hobbies Job Subject

17 St. Edward, NE German Latino Younger Brother, Mother, Father Gaming, Basketball Volunteer English, History

Born in St. Edwards, NE. Adriana is 17 years old and is active in her community. At school, Adriana plays volleyball and basketball. She also participates in dance team, FCCLA, and FFA. Her favorite subjects in school are English and history, and she works hard to be a B+ student. Adriana’s mother is a teacher at the high school, and her father works at Cargill Inc,. She also has a younger brother, Carter. He is 8 years old. Her heritage is of latino and german decent. Adriana loves to go mudding, tanking, camping, and boating. Her family often goes to Calamus on the weekends in summer. She is very patient, but can get a temper fast if someone offends her. Her favorite color is purple, and when her favorite meal is country fried steak, mashed potatoes, gravy, and corn on the cob.

Motivations Global Studies Degree Volleyball Go to Nationals for FCCLA

Frustrations Too Busy No Boyfriend Babysitting Brother

Farm Experience

un-experienced

experienced


Chloe Arbunsen Age Location Ethnicity Family Hobbies Job Subject

12 Norfolk, NE Irish Twin Younger Brothers, Mother, Father Snapchat, Candy Crush, Reading, Soccer Babysitter Social Studies

She lives in Norfolk, Nebraska with her two parents and twin younger brothers (8 yrs old). Her family has two labs that are also hunting dogs. They have a small house in town and Chloe’s dad farms the land for several land owners. Her mom teaches piano lessons in their home and also keeps a large vegetable garden in the backyard. She isn’t totally sure what she wants to be when she grows up, but is interested in an- imal-related careers, like being a veterinari- an. She really likes riding in the tractor with her dad, but isn’t con dent that she could become a farmer someday. She thinks that her dad knows everything and that she’d never be able to know all that he does about farming. She also doesn’t know any female farmers, so hasn’t really considered farming as a real option for her.

Motivations Dad Friends Animals

Frustrations Siblings Moving to Middle School

Farm Experience

un-experienced

experienced


Russell Meier Age Location Ethnicity Family Hobbies Job Subject

14 Ord, NE Sudanese/German 4 Older Siblings, Mother Minecraft, Four-Wheeling, Fishing None Science

Russell has grown up working on his family’s ranch. He started helping after his dad passed away when he was 6. His older siblings have shown him how to work on the ranch and now he’s the only one left at home as they have left to live adult lives. He is a hard worker who enjoys staying active and learns best by doing. Russell likes going to school to see his friends and also enjoys riding four-wheelers and playing computer games.

Motivations Mom Helping Mom Surpassing Siblings

Frustrations Operating Machinery Unsure of Future Plans Too Much Responsibility

Farm Experience

un-experienced

experienced


Raúl Johnson Age Location Ethnicity Family Hobbies Job Major

19 Ord, NE German Brazilian Mother, Father, Cousins Snapchat, Video Games, Basketball Ranch Manager Animal Science

Raúl works on his family’s farm, and plans to take over when his parents retire. Raúl’s heritage is very important to him; his mother is second generation Brazilian and his father is third generation German. At home, he speaks both Portuguese and English; he is also interested in learning other languages as a hobby. Raúl hopes that the agricultural community will become more diverse as time goes on and would like more diverse representation shown in depictions of agriculture-based work. Raúl is getting a degree from Northeast Community College in Animal Science. He loves animals and is constantly looking for ways to improve their welfare. Ofelia, Raúl’s dog, follows him everywhere and ‘helps’ with the chores. Raúl is an only child and has a close relationship with his parents. He is very close to his cousins, particularly Maggie (7 y/o), who he babysits on the weekends; Maggie loves to help feed the cattle. On weekends, Raúl likes to hang out with his family and his friends from high school.

Motivations Cousin Animal Welfare Parents

Frustrations Lack of Diversity Judgement Based on Race

Farm Experience

un-experienced

experienced


Post Play Survey


INTERFACE DESIGN


FEATURES


PROS/CONS OF GAMEPLAY


LEARNING OUTCOMES


Product Names

The list here provides some suggestions for game naming. We have organized them into two categories: our favorites and other options to consider.


F AV O R I T E S

Agpocalypse 2050 AnnuBioSim Enviroville 2050 Susterra Plethora 4the9 System Sustain AgSim Sustain Tomorrow Green Tomorrow

Secondary: CurAg Gro2050 SystemGro AnnuTerraSim Ecopocalypse 2050 EcoVille (Ecoville)


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