Star Wars: Jedi Challenges
A smartphone-powered augmented reality experience by Disney and Lenovo. The product hardware and gameplay both were originally intended to be developed in-house as the next phase of Disney Playmation.
Project Type Wearable AR toy with companion app
Timeline Dec 2015 - July 2016
Users Star Wars fans, ages 13+
Involvement R&D, fit testing, playtesting, competitive analysis, game design, control schemes, AR menu design
Star Wars Competitive Analysis
Our lofty goal was to make something totally new in a world already filled with decades of Star Wars games. I researched the Star Wars digital landscape, analyzing everything from browser games to Lego Star Wars to VR experiences. I presented my findings to all of the Jedi Challenges teams from product to engineering, including:
- An overview of what games and experiences were already out there as a reference for our teams.
- Identification of key commonalities and design patterns that could be leveraged while iterating on ideas for future phases of development
- Interesting gaps in the current landscape that we could potentially turn into opportunities.
Fit Testing
The product was originally supposed to include the Force Band: a wristband which would enable the player to carry out gesture-based moves. During fit tests, I would walk kids through trying on a few versions of a wristband. I was looking for comfort, quality of fit, and ease of use in putting it on and taking it off. I quickly realized that you can’t just ask a child which option was their favorite, because nine times out of ten, the politic answer you'd get was “all of them.” Instead, I found that asking the kids to rank the options from best to worst led to more critical thinking on their part and more honest, helpful answers for our team.
Augmented Reality Explorations
Early on, there was a desire for the hardware engineering design to be carried out in-house, but unfamiliar augmented reality hardware would bring with it a number of new challenges for the players of our games.
Due to differences in people's interpupillary distance (IPD), a user might not be able to see anything at all when they first don the headset. Measuring the distance between the wearer’s pupils is what head-mounted VR/AR displays use to position camera output clearly, reducing eye strain. What audio instruction and control input was most effective in leading a user through the calibration process? I conducted a series of internal tests for our team to gain a better understanding of these needs around IPD calibration.
Using the learnings from these tests, I proposed control schemes and button placement for the AR headset and controller, accounting for the unique challenges of AR technology.
Headset Proposal
Headset will act as the console, used to access system controls and settings. The headset will mostly be used at start/end of gameplay session. Mid-play usage should primarily be only if something has gone wrong, or if the player is ready to end their session.
Control | STATE: in-game | STATE: system menu |
---|---|---|
L1 | opens system menu; pauses gameplay | select/confirm |
R1 | gameplay function | back/cancel |
L2 | wheel or toggle to adjust volume | scroll; directional controls for IPD calibration |
Lightsaber Proposal
The lightsaber will be the controller, used to access in-game settings. It cannot break with the overall look of a lightsaber, due to restrictions from Lucas. Controls must be accessible without too much maneuvering (ideally with one hand), while still not easy to hit accidentally during combat.
Control | STATE: in-game | STATE: system menu |
---|---|---|
A | open in-game menu/pause | gameplay function |
B | activate Force powers | back/cancel |
C | select/confirm | select/confirm menu item |
D | activate saber (toggle/hold) | gameplay function |
Results
Star Wars: Jedi Challenges was released to positive acclaim and great sales, and even won a Webby Award for Best Use of Augmented Reality.