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Smell, Memory and Games
Exploring the potential of the sense of
smell in memory games
Maxime Barnier
Master thesis project -‐ Interaction Design Master at K3 Malmö University -‐ Sweden 2015
Supervisor: Simon Niedenthal Examiner: Jonas Löwgren
Examination: 2nd June, 2015
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Table of contents
Abstract .................................................................................................................... 4
1.Introduction ........................................................................................................... 5
2. Research focus ...................................................................................................... 6
3. Literature overview and related works .................................................................. 8
3.1 An Understanding of smell and scents in our society ........................................ 8
How the sense of smell works ..................................................................................... 9
The classification of smell .......................................................................................... 10
The power of smell .................................................................................................... 12
3.2 The human memory ....................................................................................... 13
Long-‐term store and Chunking .................................................................................. 15
Training the memory of smells .................................................................................. 16
3.4 Learning with games ...................................................................................... 16
Game and Gamification ............................................................................................. 16
Tangible product ........................................................................................................ 19
3.5 Smell in game design ..................................................................................... 21
4. Methodology ....................................................................................................... 25
4.1 Research through design ................................................................................ 25
4.2 A Game design approach ............................................................................... 25
5. Process and results .............................................................................................. 27
5.1 Defining an olfactory game sharpening the memory ...................................... 27
Guess my face ............................................................................................................ 27
Gameplay ................................................................................................................... 28
5.2 Experiments ................................................................................................... 32
Prototype 1 ................................................................................................................ 32
Prototype 2 ................................................................................................................ 39
5.4 Experiment critique and design openings ....................................................... 47
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7. Reflect ................................................................................................................. 49
Conclusions ................................................................................................................ 49
Discussion .................................................................................................................. 50
Further works ............................................................................................................. 51
Acknowledgments ................................................................................................... 52
References .............................................................................................................. 53
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Abstract This study is focused on the impact of smell on the memory in the context of games. The aim is to understand what the effects of smell on human’s memorization and learning process are. The research topic is explored through creating a memory game designed specifically for the study: “Guess My Face”. In this game, the players have to memorize pictures of faces parts using their specific scents. The game’s goal is to manage to compose a random face provided by the game with the face parts that the players learned. However, the difficulty lies in the fact that the players do not see the face parts pictures during the game and so, have to rely on their sense of smell alone. The game intends to contribute to the research area in different ways. First, it provides a technological solution for involving the inclusion of smell in games by using smell boxes connected to the computer. Second, the playtestings of the game highlight issues that a game designer has to take account by involving smell: balancing the strengths of the scents, participants experiencing dizziness after smelling a lot of different scents, the amount of time that smells remain in the air, the fact that coffee can be used to neutralize scents. Finally, the game contributes to the exploration of the way that smell triggers memories and how it could help for enhancing learning. Through the iterations of testing, the study reveals that smell is a sense that people do not often rely on for memorizing and they prefer visual memory. Moreover, we learn that players memorize pictures more easily when scent is involved, as they use several cognitive strategies or reflexes: characterizing the scents with adjectives or identifying their origin (fruits, woods), involving emotions (disgust, strangeness), and relying on personal experience (creating a link between a scent and picture thanks to the memory of a person/object/event). This cognitive behaviour shows that smell has the potential to enhance memory by creating meaningful knowledge and making the assimilation of information easier, an arena that has been dealt with by George Miller in his ’chunking theory’ (Thompson et al., 2005).
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1.Introduction Since I started to work in interaction design, I intended to understand and explore the game design arena. This choice is based on the idea that games could be an efficient way to motivate people arouse their interest in a particular subject or activity that they usually would not deal with. For example, my last master project was focused on gamification and the learning process for children with Down’s syndrome. I analyzed the ways games could be adapted for this purpose. For this study, I wanted to go a step further by dealing with game design in more detail and exploring its limits. Working with the sense of smell was a proposition of Simon Niedenthal, a researcher in the area of smell and games at Malmö University. I chose to explore this topic, as it was an opportunity for me to deal with games from a different perspective. However, I saw that current trend in the digital area is to use smell for immersion enhancing. A lot of products and concepts started to come out, such as diffusion devices for laptops. Moreover, most of the previous work involving smell in digital media has dealt with immersion enhancement and, unfortunately, proposed experiences that did not work or caused too many issues (Niedenthal, 2012). As such, I understood that smell remains opened for studies and could even open up potentials other than immersion. I remembered that smell has the particularity to bring back people’s memories. I saw this as a potential enhancement of games which uses memory and by extension, in my own work, another way to help the learning process within games. This study aims to create a game that explores the potential of scents in human memory. As such, I would like to contribute for several domains. The first one is the game design area, as the project could contribute to a personal investigation of combining smell and games through rules, challenges, etcetera. Secondly, the potential effects of smell on memory could contribute to psychological knowledge and could open up on new ways of learning. Finally, the domain of interaction design could be enriched by the technology developed during the project (combining smell and digital devices) and moreover, the project could contribute to the creation of new interaction design projects involving the effect of smells on memory.
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2. Research focus In the field of interaction design, olfaction is a topic still open for studies. The idea of combining scents and technologies appeared in the middle of the 20th century with projects such as Aromarama1, which intended to add an olfactory immersion in a theatre. However, the potential of such a combination remains blurry and researchers continue to build prototypes looking into the topic2. The gaming industry is currently evolving thanks to new technologies which improve players’ experiences through the means of immersion. A noteworthy example is the Oculus Rift, which simulates real human vision in video-‐games, and is currently developing the means to extend its immersion potential to olfactics with the FeelReal add-‐on (see Figure1).
Figure1. FeelReal prototype, an Oculus Rift add-‐on providing seven different smells for game immersion (Ocean, Jungle, Fire, Grass, Powder, Flowers, Metal), as well as cool or hot blasts of air. However, it seems that smell in games could provide more than just the potential of immersion. Smell has other impacts on human behavior that could expand on original gameplays, or even train cognitive processes through gamified applications or more serious games. Smell and the memorization of past experience have a close connection, as illustrated by Jean-‐Pierre Royet et al. (2013) in their study of the impact of expertise in olfaction: « […] the development of cerebral imaging techniques has enabled the identification of brain areas and neural networks involved in odor processing, revealing functional and structural modifications as a function of experience. »
1 Henry Hart (2014). Innovations in Cinema: "AromaRama" - National Board of Review. 2015. Available at: http://www.nationalboardofreview.org/2014/01/innovations-cinema-aromarama/ [Accessed 16 March 2015]. 2 http://www.digital-olfaction.com/news-about-digital-olfaction/among-presentations-at-dos-2nd-world-congress-2014
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In the novel ‘In Search of Lost Time’ (Proust, 1913), the author uses madeleine cakes as a vehicle to illustrate the ability of smell to trigger past memories. In the same way, using smell in games could be a way to handle memorization processes and perhaps to train the memorization of specific information. Such a study could contribute on different levels. Firstly, as smell remains a sense with unknown potential, exploring the impact of olfactory interaction on memory could help researches to go deeper in the understanding of the relation between smell and cognitive processes. Secondly, as it seems that the brain shows improved potential for elasticity if we train our memory (Belleville et al. 2010) providing an example of memory training through games could open up the creation of tools for aiding the treatment of memory disorders, such as Alzheimer’s Disease. Specifically, this study will explore the effects of scent on human memory and cognitive processes in order to create a specific olfactory memory game. The method will follow a game design approach as the research will be fed thanks to playtestings of game prototypes. These playtestings will highlight issues and feedback about the game experience and the manner in which smell interacts with the players’ memorization mechanics. This information will then open up on game improvements and new iterations of play testing. Research question: How can a game be enriched by the effect of smell interaction on human memorization mechanics? The study will first outline current understanding of the sense of smell, and will then focus on theories of human memory in order to understand more precisely how smell has an impact on human cognitive processes for memorization. Moreover, as the research aim is to create a memory game, we will talk about designing games and game knowledge that could improve the final product.
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3. Literature overview and related works
3.1 An Understanding of smell and scents in our society Humans do not rely often on their smell. This is understandable as 3.5% of the information about our environment comes from our sense of smell, as opposed to 83% from sight and 11% from hearing (Gould and Roffrey-‐Barentsen, 2014). Smell can provide effective information for detecting danger (for example, smoke or gas) or checking food quality (rotten meat, soured milk), but society has moved away from using this sense as the primary alert for this kind of danger through such measures as expiration dates on food packaging and installing fire alarms in buildings. In the ‘Foul and the Fragrant’ (Corbin, 1986), the author criticizes how the society came to deodorize the environment through the suppression of odours in public places and how that process made people intolerant to new scents. One of the sources in the book refers to epidemics, such as Cholera in 1832 France, which to led people avoiding crowds, public smells and sources of disease, and supported keeping to private, clean areas, i.e. houses. The idea of keeping away scents was sustained by the bourgeoisie social class who intended to maintain the “Purity rule.” This law involved using fragrance and fresh clothes in order to get rid of natural body scents and secretions referring to human’s bestial origin. Today, the tradition continues through the expansion of the advertisement and manufacture of deodorisation products for use in the home and personal-‐hygiene. However, even if humans being try as much as possible to limit their sense of smell, it remains the most important sense for other animals. Animals use this powerful sense for detecting prey and food, as well as for understanding their surrounding area and some species have a more developed sense of smell than others (Van Brakel et al., 2014). The dog’s nose, for example, is sensitive enough to smell and identify some forms of cancer in other species. Likewise, the bee has a very acute sense of smell, which is sensitive enough to identify the bacteria from human breath. Mosquitoes use their sense of smell to detect chemicals to evaluate the stress level and the presence of disease in potential prey, allowing them to choose the most desirable blood. As we have seen, the human sense of smell, as well as its role in our culture, is comparatively limited. Nevertheless, a powerful potential remains in that the sense of smell can trigger memories in human’s cognitive process.
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How the sense of smell works If we want to understand the origin of smells, we need to zoom in to the atomic level. Indeed, through the eyes of biologists, smelly elements are actually simple chemical components made from specific atoms. It seems it is possible to count on one hand the atoms that contribute to smells detectable by humans: nitrogen, sulphur, oxygen, carbon and hydrogen. Different combinations of these elements create the entire olfactory spectrum that we experience in our world. Although the identification of these “smell molecules” seems to be clear and understood in the scientific community, the specific way that these molecules are interpreted by the human brain is not fully understood. Two different theories exist which attempt to define it, the first is focused on molecule shapes being detected by our olfactory sensors, and the other deals with the wavelengths of the atoms. According to Luca Turin (2005), biophysicist in the science of smell, experiments have evidenced that smell molecules are specific depending on the vibrations they induce in our olfactory sensors. In that way, the smell molecules send neuron messages by triggering electron transfers thanks to their particular vibrations. From a biological perspective, the area responsible for smell detection and identification is situated above the nasal cavity. This small system is comprised of olfactory nerve fibres that are stimulated by smelly components and detect around 350 signals. The stimulation of these nerves enable the identification of thousands of odours. The signals gathered in the olfactory bulb are sent to the brain via the nerves and interpreted in order to identify a specific smell (see Figure 2).
Figure 2. Representation of the human olfactory system, University of Delaware.
It is important to highlight the role of pheromones as they contribute an important behavioural impact on life beings, and are an essential means of communication for
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animals. Pheromones do not have to be mingled with scents and have different characteristics compared to that of scents. This idea is supported by the fact that pheromone sensors are separated from the olfactory bulb, even if they exist in the same area of the nose (Van Brakel et al., 2014). Pheromones are used by animals mostly to find a mate in order to reproduce. Ants rely on pheromones to communicate with each other and find food. However, for human beings the effect of pheromones is still a controversial subject, even if some maintain that they have an impact on behaviour. As an example, an experiment showed that employees became cheerful, happier and more social when love pheromones were secretly spread in their office. Although pheromones remain a topic of interest and are still open to exploration, they will not be studied throughout this project, as they do not act on emotions and memorization, but rather on behaviour.
The classification of smell There is a complexity around the analysis and classification smell. Indeed, there is no efficient ways to describe a smell. As Jospeh Kay (2004) explains in his study of scent in HCI (Human Center Interface):
“The difficulty is that we have no good abstract or higher-‐level categories, other than the smells
themselves. What does mint taste like? Well...mint.” (Kay, 2004) In addition, smells are subjective and this interferes with any attempts to make a smell classification system as everyone has their own opinions and tastes regarding scents. For example, a scent described as “floral” could not be identified as such if someone perceives it as unpleasant. In that way, it seems that the scientific area still struggles to create a reproducible and rigorous classification scheme for smells (Kay, 2004). The domain of perfumery, however, creates its own classifications based on human’s perception of smells. One of the most known smell graphs comes from Michael Edwards (see Figure 3). Most perfumes today are based on this representation as it provides a clear vocabulary and logic for identifying and describing scents.
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Figure 3. The Fragrance wheel developed by Michael Edwards in 1983. This representation is a modern one as the schema comes from “Fragrances of the world” published in 2010.
For Laura Dona (2009), who works as a fragrance coach by formulating the language of scent for customer services, smell is not as relative as people think. She presents the work of Zarzo and Stanson that, for her, found an efficient solution for developing a common scent classification. Based on the previous classification theories of Paul Jellinek (Smell mapping created in 1951) and the database of Boelens-‐Haring (list of scents compounds), they created a two dimensional sensory map of odor descriptors (see Figure 4).
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Figure 4. Two dimensional sensory map of odors descriptors by Zarzo and Stanson.
But this representation remains complicated for laypeople, and while the mapping provides a clear and detailed development of scent compounds, the simplicity of Michael Edwards’ wheel delivers a simple method for classifying scents.
The power of smell Previously, we saw that smell for humans is limited and minimized in society compared to the other senses. However, the loss of smell could have serious consequences on human’s health and psychology. In fact, without smell, humans could experience a great change in quality of life quality and behaviour. A study has shown that patients with olfactory impairment can experience social isolation and anhedonia (the inability to experience pleasure). From a biological perspective, smell has an impact on our eating behaviour as it triggers the craving of a specific food depending on which nutrients an individual may be lacking. This particularity extends to the stimulation of appetite for similar food: after exposure to a specific odour, such as banana, we develop an appetite for the food in question and related sweet products, for example, a chocolate brownie.
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What is of interest in this study is the potential of smell to trigger memories. This particular experience is often illustrated through the example of Proust’s madeleine cakes. In his book ‘In Search of Lost Time’ (1931) the author talks about how the smell of cake dipped in tea brings back strong memories from his childhood. Madeleine episode became a touchstone for smell-‐memory studies and inspired poets as well as psychologists. Indeed, psychologists saw in Proust’s novel a concept to explore in order to understand the effect of scent on human memory. However, through the analysis of psychologist Avery Gilbert (2008), it seems that what Proust describes is not what most people experience when memories are triggered in their minds thanks to particulars scents. Gilbert describes the fact that, in the process of reminiscing through scents, the emotional experience is automatic unlike Proust’s experience of him himself triggering the memories. Moreover, Avery Gilbert highlights that Proust’s experience deals first with pleasure and emotions, and second with experiences, pictures, sounds and mood. Through this analysis, Avery Gilbert concludes on the fact that the scientific community used to base their research on a complex neuronal process that does not seem to be the one that people commonly experience by smelling scents. Scientists explain that smell can trigger pictures, people, sounds and moods in our minds because of the proximity between the brain area responsible of the olfaction and the area dealing with emotions (Thompson et al., 2005). Another aspect shows that olfaction is connected with memory: a study has shown that the loss of smell precedes the onset of Alzheimer’s disease and other forms of dementia (Belleville et al., 2011). Since the relation between smell and memory appears to be linked, we will continue on an understanding of human memory and its cognitive mechanisms.
3.2 The human memory For Thompson et al. (2005), memory is the origin of consciousness since without memory, beings can’t have minds. The development of the memory seems to be at the very origin of the evolution of complex forms of life, as it remains at the genetic level. For example, some animals’ reflexes and behaviours appear to be assimilated at their birth. This understanding involves the fact that memory is not limited to the memorization of simple information (pictures, sounds), but that it involves more complex processes and capacities. According to Thompson et al., memory is divided into several kinds of memory which deal with specific memorization mechanisms and occur in different parts of the brain (see Figure 5).
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Figure 5. Schema of the different types or forms of memory and the respective brain structure involved
(Memory: The key of Consciousness, 2005) On the one hand, we talk about declarative or explicit memories. This memory is the one that we are conscious of, that we can access just as easily as opening drawers from labelled shelves. This explicit memory is composed by semantic memories: the total knowledge of semantic sets (words, numbers, names) and episodic memory, dealing with memorizing events and experiences (What did you eat for breakfast? Which music did you listen yesterday?). According to Thompson et al. (2005), declarative memory is made up of short-‐term or “working” memory. This particular memory is the one that we often use to remember tiny pieces of information such as addresses, phone numbers etcetera, and it remains for just few seconds. The authors highlight that this memory is responsible for consciousness or awareness and even general intelligence. On the other hand is Implicit, or Non-‐declarative, memory dealing with knowledge and information that we are not directly aware of. As an example, Thompson et al. (2005) talks about people who could refer to information that they heard during unconscious phases (Priming learning). Moreover, this kind of memory seems to be responsible for learning to walk and talk. In that domain, Pavlov’s work on conditioning comes into play. Conditioning was focused on behavioural changes induced by stimuli: The experiments from this research area showed that a subject could “learn” a specific behaviour by being stimulated by the same stimulus that triggered the behaviour in question. Conditioning is dividing in several kinds of learning: the habituation (becoming insensitive to a repeated stimulus), associative learning (acting in response to a
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stimulus), emotional learning (the stimulus involves emotions), instrumental learning (acting before the stimulus occurs), priming (presented above) and probability and category learning (get the right stimulus pattern the more you are stimulated). These aspects shows how declarative memory deals with unconscious memories and knowledge: we are not aware of these behaviours and reflexes, but our nerves become more and more familiar with these stimuli. Further proof that this non-‐declarative memory process is innate for living beings can be found in that scientists discovered that foetuses became less and less sensitive to loud noises the more they were stimulated. The memory involved in this study refers mostly to declarative memory and, more specifically, to “working memory”.
Long-‐term store and Chunking Working memory has two aspects: short-‐ and long-‐term storage. The short-‐term store refers to data that we keep for few seconds or minutes. In our study, we are going to focus on the understanding of long-‐term storage. The most common way to memorize is through repeating information. This process, called “maintenance rehearsal” is limited, as a single distraction could erase the retained information. However, studies show that there are other methodologies that help in the memorization of information long-‐term. George Miller, a specialist in cognitive psychology devised the chunking memory, also translated as “psychological or perceptual unit” from Thompson et al. (2005). This theory explains that we memorize through chunks of information (units of information). In the example presented by Thompson et al. (2005), there are twelve chunks (12 letters). However, as the order creates simple words, the chunk is reduced to 3 (see Figure 6). The logic is the smaller a chunk is, the easier it is to memorize.
Figure 6. The original test involved twelve different letters. In this case, the letters form three distinctive words that make the letters memorization easier.
The process to reduce the chunk remains in our ability to recode information into something familiar and meaningful. The example from the Thompson’s book (2005) presents an amateur runner that memorized about 70 digits by linking the number pattern with times made in world record running.
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Based on the theory of chunks, the ability to memorize depends on the depth of processing, or in other words, how many layers of logic are needed to reach the information to memorize. In that way, chunking is a way to learn which draws upon the knowledge we have already assimilated.
Training the memory of smells According to cognitive science, working memory is trainable and could improve several cognitive skills depending on specific exercises (Morrison & Chein, 2010). In this way, it seems that mental tasks such as multitasking, attention or the speed of mental processing could be trained and improved. The long-‐term store seems open for training the acquisition of specifics, chunking or mnemonic process like, for example, memorising smells. Thompson et al. (2005) explain that a short-‐term sensory memory for smell exists, but has the same default compared to the visual one as it can preserve information for brief periods, and could be subject to a lot of interferences. However, using the chunking process could be a way to assimilate smells: as scent can be described with knowledge of basic adjectives (wood, floral, oriental, fresh) the process seems easy. However, according to Joseph Kay, using adjectives for describing smells is not that effective. A better option would be to assimilate scent with known object or person (leather, tomato, roses). There exists another way to memorize smell, but it involves prior-‐knowledge of a basic smell classification system. This process involves identifying smell components, but this strategy is very limited because, as Andrew Livermore and David G.Laing (1998) explain in their study, most people can identify around 3 or 4 different scents from a mixture, even if it is made of just a few molecules. This is the associative process. If this limit is reached we will experience the mixture as a whole scent (associative process). Through this analysis, training the memorization of smell seems to rely first on training the assimilation of the scents with objects and elements known and second, on extending its own vocabulary for classifying the scents.
3.4 Learning with games
Game and Gamification Before getting deeper into the understanding of gamification, we are going to focus on the basic definition of “what is a game?” For Caillois (2001), the answer is clear and involves six parameters: free, separate, uncertain, unproductive, governed by rules, and make-‐believe.
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A game is free as it is not mandatory, the player has the choice to get involve or not within the game. A game is separate with limits of space and time that were defined in advance. ‘Uncertain’ refers to the fact that the outcomes of games are not previously known or defined. A game is unproductive as no good is created within the game. Rules are set and practicable only within the game. And finally, a game puts the players in a fake reality as opposed to real life. Additionally, Caillois (2001) defined different categories of game: Agôn (competitive games), Alea (games of chance), Mimicry (mimic games), and Ilinx (games involving sensations such as fear, dizziness, etcetera). Moreover, Caillois (2001) makes a distinction between two different kinds of “play”. While one (Ludus) refers to ruled and measured activities, the other (Paidia) allows the player to create and improvise. Combined with the four categories, Paidia and Ludus play offer a large range of games, defined in Caillois’s table (see Figure 7). This definition of play has been a basis in the game design arena as it enables the categorisation of practically all games.
Figure 7. Caillois’ categories of play table. (Caillois, 2001) This classification is used by Katie Salen (2004). Compared to Caillois’ table, the authors make a distinction between play and games, and present their relation to each other. There are two ways of thinking: game is part of game or play is part of game. However a general thought underlines the definition of each term: On one hand, “Play” refers to every kind of playful activity more or less organized and mostly open to “free” actions exploration. On the other hand, games refers to playful activities with clear and explicit rules. Specifically, the author shares a clear definition of game: « A game is a system in which players engage in an artificial conflict, defined by rules,
that results in a quantifiable outcome. »
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Conversely, Katie Salen (2004) describes toys as a kind of play that does not have rules or specific goals. From this understanding, the author highlight one particular kind of game: puzzles. For them, puzzle games are special in the way that there is a single solution for succeeding within the game system. With the development of the Internet and the rise of video games, the beginning of the 20th century welcomed a new form of playing. Games started to be integrated in our daily life by way of gamification. Gamification was known has a manner to motivate and arouse the interest of people for non-‐ludic activities. From the perspective of Sebastian Deterding (2011), gamification can be defined through two parameters, “game”-‐“play”(understood as “ludus” and “paidia” from Caillois’s definition) and “whole”-‐“part” (see Figure 8). By such, Deterding explains that what makes gamification different from toys, serious game, and games is its focus on game design elements rather than a whole game.
Figure 8. Gamification definition schema (Deterding, 2011)
More precisely, gamification uses components or elements from games that arouse interest and motivation. Some examples of these elements are known as leader boards, profile statuses, ranks and badges. But the list remains blurry as people from
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different domains (games, marketing) define their own “motivating game elements” depending on their own marketing strategies (Priesbatsch, 2010). According to Sean A. Munson et al. (2014), the efficiency of gamification comes from its power to change tedious activities into meaningful and motivating experiences. By using the example of health care, the author defines the potential of the gamification for making people change their behaviour. Munson et al. (2014) base their research on behavioural theories and explains that gamification has the role of triggering the right psychological lever in order to make people motivated. For Munson et al. (2014), there are three different ways for health tracking: personal informatics, games and gamification. Personal informatics is defined as a tool that collects and interprets data from one person (step counter, sleep tracker, etcetera). In that case, the concept is simply providing information to the user. On the other hand, games are presented as engaging fantasies that motivate the player through its task by providing goals and fast feedback on the accomplished task to succeed in these goals. The challenges that games provide through their goals make failure fun. The motivation power of games is also highlighted in the idea that they could make activities really immersive thanks to well-‐written stories. In that way, emotions in games have an actual impact on the player’s motivation. Moreover, games could display statuses that make the evolution of the player progressing in the game visible. This opens the possibilities of ranking and competition that, in turn, make the activity even more challenging and motivating. This also explains that sharing and competition make the activity more social, and make the player think that they are part of a community with players who support each other. From this understanding of games, the author explains that gamification is situated between personal informatics and games. In other words, gamification could have the role of providing actual information from the “real world” while providing a singular playful experience that motivates the player to gather and play with this data. This opens the possibilities of how many mechanics gamification could keep from games in order to provide the motivation required for the players. As we saw, gamification provides an interesting aspect of games regarding a potential to arouse interest and motivate the players to do tasks and activities. In this way, elements from gamification seem to be accurate for the development of this thesis project, as it involves an assimilation of scents from the player.
Tangible product Embody interaction is a concept described by Paul Dourish (2001) and defined as: “[…]a manipulation, creation, sharing of meaning through engaged interaction with artefacts”
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In other words, embody interaction refers to how digitalized systems integrate our physical and social environment. In our case, embody interaction could be understood as the potential of using tangible object for digital game. As Dourish (2001) explains through the example of MIT Media Lab’s project “Tangible Bits” (see Figure 9), there is a trend that intends to digitalise tangible tool we commonly use. The watch is one of the examples, as the time is now displayed on most applications. However, it explains that even if digital and physical media seems to be informationally the same (they provide the same information) the manner of how we interact with them is different: they are not interactionally equivalent. That is to say, extracting digital elements and making them tangible is actually meaningful as it provides another experience.
Figure 9. “Tangible Bits” explores the relation between Tangible and Graphical elements from a user-‐interface and how these two domains are linked. The project proposes three prototypes: metaDESK, transBOARD and the ambiantROOM. (Dourish, 2001) From a game design perspective, the idea to combine digital and tangible elements is an emerging concept supported by the development of mobile devices. Indeed, these technologies, combined with our surrounding objects, offer a new panel of interactions for games. The Volumique Editions explore this potential through a large panel of projects combining tablets, smartphones, books and board games (see Figure 10).
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Figure 10. “Les éditions Volumiques” is a group exploring the potential of combining books and tangible objects with mobile devices. Their aim is to give a second life to non-‐digital objects such as books that still provide interesting interaction potentials. One of the interesting points to deal with in relation to a tangible object is its impact on the learning process. Studies show that incorporating a tangible object in teaching material for children could help them to learn 15% more efficiently (Fumard, 2014). However according to Paul Marshal (2007), tangible interfaces in the learning process does not seem that efficient, as the possibilities of learning enhancement are different from one project to another. As such, a tangible object should be carefully designed to fit in with the learning goals (Marshal, 2007). As this study’s game will involve learning and recognizing smells, the interaction within the game could improve the learning process of the player, thanks to concrete objects.
3.5 Smell in game design In this section, we will define an understanding of games that involve smell and identify the way in which scents are involved. This will allow us to underline the games that could deal with this study aim.
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The use of smells in board games aims mostly at children, with the purpose of allowing them to discover and explore the scents. For adults the same purpose exists, but it presents another facet as it contributes refining the player’s smell acuity. Such games involve, for example, identifying the components of a wine (see Figure 11). In these cases, the player’s main goal is to guess one or several scents from the game materials and create a “personal library” of scents from exploratory learning.
Figure 11. “Le nez du vin” is a board game aiming for a discovery of wine compounds and the development of smell acuity for identifying them. (Editions Jean Lenoir)
The designer Max Vandewiele goes further in the guessing process. His “Smell factory” game project involves the players ‘scent hunting,’ where identification is the key for succeeding (see Figure 12). Indeed, in this game the player has to identify specific smells from mixtures. By such, the game explores the associative and dissociative process highlighted by Andrew Livermore and David G.Laing G.Laing (1998).
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Figure 12. “Smell factory” by Max Vandewiele The “Spice chess” of Takako Saito explores sensory interaction with the chess pieces (see Figure 13). In this version of chess, the pieces do not have a shape and the player can only recognize each piece’s role (queen, rook, pawn, etcetera) by smelling the boxes. Here, Takako Saito triggers an identification process by using smells. The players can only rely on their sense of smell while playing and have to smell the box to have an understanding of the game state for developing their strategies. From this perspective, “Spice chess” deals with memorization because of the cognitive process involved (e.g. players know that piece X is the pawn because it smells like ginger). With deeper analysis, this game could contribute interesting knowledge to the understanding memorization triggered by smells.
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Figure 13. “Spice chess” by Takako Saito (1964-‐65) The development of technologies such as Oculus Rift and the rise of video games introduced the sense of smell into games in order to improve their immersive potential. Different plug-‐in technologies have appeared recently which trigger scents according to the game content displayed on the screen (see Figure 14). This is a hot topic as different companies intend to propose their own scent diffuser technology. However, their efficiency and immersive potential have not been clearly proved so far.
Figure 14. On the left, GameSkunk developed by Sensory acumen (2011), on the right, ScentScape developed by Scent Science (2011). Both are technologies which plug into a computer or console and
spray scents specific to the game or video being played. From this brief analysis of smell involved in games, we can see that memorization appears mostly in exploratory games like “Le Nez du vin” in which the player learns the wine compound and Takako Saito’s “Spice chess”. As such, the gaming arena is still holds much to explore where scent and memory processes are involved.
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4. Methodology
4.1 Research through design As this study involves designing a game, which explores specific domains, the project’s methodology will be based on a combination of research and design. Recently, HCI (Human-‐Computer Interaction) researchers studied the potential of using design in the research area by formulating research through design (RtD) (Zimmerman et al., 2007). In the case of Interaction design, Zimmerman et al. (2007) identified three main values (or aims) that the discipline brings to the research process. The first deals with reducing constraints in the research process, meaning that design does not take account of boundaries that the context of research in HCI has set (economic or technological constraints, for example). The second point refers to the potential of design to bring ideas from art and design in order to produce functional and aesthetical products. Finally, design uses empathy to shape its research outcomes, or thinking about how to design efficiently for specific users. For Jonas Löwgren (2013), the essence of design in research is to create artifacts. An artifact, from an RtD perspective, is a concretely designed outcome of the research process that provides specific knowledge from the topic studied (Gaver, 2012). During this research, RtD will be treated as a strict methodology that would involve creating artifact such as storyboards, sketches and games prototypes each times that there is a specific question, topic, idea to explore. Each one will be carefully described with annotated portfolios: sharing my design aims and contributing to a specific knowledge of my research (Löwgren, 2013).
4.2 A Game design approach For Tracey Fullerton (2004), game design methodology involves an iterative process divided into specific phases: generating ideas, formalizing ideas, testing ideas and evaluating the results. If there is a problem with the design, the idea makes another loop in this iterative process (see Figure 15).
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Figure 15. Iterative process applicable for game design perspectives (Fullerton, 2008)
My methodology is inspired by this process as I will generate ideas through storyboards, formalize my ideas with the materials needed (crafting, coding) and test the game through playtesting. However, the reiteration will not be triggered by design problems alone, but rather if a question or an interesting potential dealing with memory and smell highlighted through the play testing would need more exploration. My role as a designer will be to design a game artifact for specific players. The MDA approach explains that this design process involves three layers: Methods (setting the game rules), Dynamism (creating the game system) and Aesthetics (designing what makes a game “fun” or describes the emotional response of the player) (Kim, 2015). The process suggests that I will create the game artifact by consideration of the methodology, whereas the player will experience the game primarily through the game artifact aesthetics (see Figure 16).
Figure 16. the MDA approach (Robin Hunicke,) However, as I need to understand the pIayer’s experience while playing the game artifact, in order to improve the game I will have an empathic approach that will involve designing the game from the perspective of both the designer and the player (see Figure 17).
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Figure 17. The empathic perspective in the MDA approach To sum up, the project will be based on the game design iterative process while gathering knowledge from other domains that could feed and improve the final prototype. By such, the next section will follow game design methodology by dealing with the analysis of game probes through playtesting, the potential improvement that the analysis highlighted, and the redesign of the game artifact from the technical and theoretical perspective as well as the aesthetical perspective.
5. Process and results
5.1 Defining an olfactory game sharpening the memory
Guess my face “Guess my face” is a game concept created in collaboration with Jonas Olofsson, professor in psychology at the University of Stockholm. The collaboration helped to make the game fit with potential research questions about smell and memory training. Although the scientific purpose of the game is not one of the priorities of this thesis project, gathering knowledge and ideas from current research domains could make “Guess my face” interesting and meaningful for further experiments and uses in the area of memory or scents. As an introduction, the game intended to combine smells and a well-‐known memory game (see Figure 18), as it had already dealt with memory training. From that, the game concept was enriched by suggestions of additional gameplays that could be relevant for identifying information about the relationship between smell and memory. Additionally, the game was designed as it could be of help to Olofsson’s research about memory and psychology and as such, it is adaptable for research purposes (protocols).
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Figure 18. Example of a memory game made by Brooke Reynholds. The memory game involves finding card pairs by flipping them randomly. The player can flip only cards two by two and turns them back if their patterns do not match. The game requires the memorization of the location of the cards previously
flipped in order to complete the game using as few moves as possible.
Gameplay “Guess my face” main gameplay is to guess drawn faces using different scents which match with specific face parts (for example, eyes, heads, mouths). Each one of those face parts has a specific scent. The players have to choose the right smells in order to compose the right face randomly created within the game. Because the players will not have the opportunity to see the face parts that match with each scent during the game, they will have to rely only on their sense of smell and so, memorize which scent refers to which face part. The game is playable on a computer thanks to a tangible technology that recognizes “smell boxes”, the containers gathering all the smells involved in the games. These boxes are divided into four classes according to the face parts available in the game: face shapes, eyes, mouths and noses (see Figure 19). Dividing the scents into different classifications is a way to make the memorization of the face parts easier and leaves the game prototype open to potential improvement based on the combination of scents (for example, guessing a face through the mixture of one smell from each class). Communication between the smell boxes and the computer enables the matching face parts to be displayed on the screen (see Figure 20). This technology is the only way for the players to know which picture goes with which scent. By such, this action is one of the main interactions of the game and should be one of the priorities for designing the
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game experience. So far, the recognition technology is not developed, nevertheless it will be developed through the different iterations.
Figure 19. The smell boxes are divided into different classifications (face parts). A generic pictogram or
colour could be used to distinguish each category.
Figure 20. The smell boxes match with specific face parts that can be only be displayed on the computer
screen. This works thanks to a connection between the boxes and the computer. The game process can be divided into three stages: the discovery and creative phase, the guessing phase, and the results phase. During the discovery and creative phase, the players can use as many boxes as they want in order to discern the different scents and their matching face parts. At this stage, nothing is scored is and the idea is to make the player explore, create and become familiar with the game components. When the players feel ready, the game skips to the guessing phase which is the core of the game. At this point, the game randomizes a face by mingling face parts from each class (face shapes, eyes, noses, mouths). After the face is shown on the computer screen, the players will have to reproduce it with the smell boxes. In this phase, the
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players can’t see the matching pictures directly, so their choices are only based on smelling the smell boxes and guessing the right ones (see Figure 21). The result of the boxes’ combinations will appear on the screen when one box from each category is connected to the computer. By such, the game’s program can compose an entire face from the smell boxes. The game will count how many mistakes the players made and the score will be based on the number of attempts the players needed to create the right face (see Figure 22).
Figure 21. The player smells the boxes to choose which ones match with the face parts involved in the face displayed on the computer screen. Once the choice is made, the player puts the boxes close to the
computer to connect them to the game program.
Figure 22. The combination of four boxes from each category creates a face.
The game can be adapted for multiplayer in two different ways. The first one involves adding other players in the same game process described above. In this option, the idea is to add more smell boxes so the players have to combine their memories and guess the face with team work (see Figure 23).
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Figure 23. The players collaborate to memorize and choose the right smell boxes. On the other hand, it could be interesting to make the game more challenging by adding a competitive element. In the next version, two players challenge each other through their computers by using their own smell box set. Each player creates personal faces that their opponent will have to reproduce. After each player sends their creation to their opponent (see Figure 24), the players start to guess which smell boxes are needed in order to compose the face displayed on their screen (see Figure 25). When both have chosen the boxes that they expected to be the right ones, the game shows the players’ results and reveals who made the least mistakes on the faces’ composition (see Figure 26). The player who made fewer mistakes wins.
Figure 24. The players create their face with their smell box and send it to their opponent.
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Figure 25. The players try to compose the face sent by their opponent.
Figure 26. the game’s result is displayed on both screens, the player made the least mistakes wins.
From a methodological point of view, this game concept works as a basis for the next iterations, meaning that the gameplay and the content of the game could change after the playtests according to the issues highlighted. However, the main structure of the game (guessing pictures with smells) will be respected as it deals with processes which are meaningful for psychological experiments as well as exploring this study’s question.
5.2 Experiments
Prototype 1
Protocol and Game The aim of this first prototype was to test the game as quickly as possible in order to highlight the first issues that could interfere within the game.
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Moreover, this prototype could help me to identify technical problems as smell can provide complex issues. Additionally, despite the prototype of “Guess my face” seeming clear and structured, the use of smell and memory is still delicate and needed to be tested in order to identify the actual effects on the players and the gameplay. Furthermore, I wanted to know how the memorization process would work, and if it would be easy for the players to remember scents and pictures. From a previous experiment, I understood that scents could interfere in the player’s memorization process. In that way, focusing the experiment on the impact of smell on the cognitive process of the players could be an interesting way to improve the game. Specifically, the prototype’s aim can be summarized as follows:
- Understand how the players experienced smell through the game and if smell had an impact on players’ memorization process
- Identifying the players’ memorization strategies during the game in order to understand the role of the smell in their cognitive process
- Identifying if the game was challenging enough to keep the player in the game’s flow.
- Checking if the game rules are clear enough for the player and do not need additional explanation
- Checking the game’s difficulty in order to set balanced goals In order to keep the prototype simple, no electronic devices or components were used for this prototype. A game master (myself) was in charge of setting up the game, explaining the rules and making sure that the game proceeded correctly. The prototype was designed for one player and involved handcrafted materials. These materials composed of a set of smell cards representing smell boxes from “Guess my face” concept. In this game prototype, the faces were divided into four from the top to the bottom: head, eyes and chin. Three faces were used to create the cards set (see Figure 27).
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Figure 27. The original faces used to create the smell cards set.
These face parts were drawn on one side of the cards, while the other side remained black. Each of these cards had particular scents which were randomly chosen and spread on the black side. Some of the scents were similar, but matched with a different face part (e.g. “Rose Absolute Bulgaria” and “Rose Absolute 10% Marocco” were selected for a chin, and another scent for a mouth). By such, this could help the player to understand similarities from the different scents, but not from the same picture (see Figure 28). Although the idea was to divide the face parts (heads, eyes, mouths, chins) according to scent families (floral, woody, etcetera) the concept did not continue in that way because of limitations on the scents available. However, this idea remains interesting for further game improvement (learning Michael Edwards’s wheel).
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Figure 28. The smell cards as they were divided for the game. The other side of each card was entirely black and the scents were spread on the left side. On this picture, some scent spots are visible because
the fragrance drops passed through the cards.
One set of these cards was available for the player while another one without smell was used by the game master. Based on “Guess my face”, this game prototype keeps the idea of composing faces by memorizing their specific smells. The game was divided into three rounds with three different randomized faces created by the game master with his own card set. During each round, the players had three tries to choose the correct face parts to compose the face in question. The aim for the players was to make as few mistakes as possible.
User testing At the start, the players had to remember the pictures and their respective smells on the card’s other side. The cards were displayed such a way that the players could understand the class of each card: the head parts were on the top, the eyes underneath and so on. This helped to understand where each kind of face part was when the game master shuffled the cards. At this point, the players were informed about the game rules (three rounds, three tries) and the game’s goal (creating the game master’s face by using the smell cards thanks to their scents). The players were free to spend as much time as they wanted to familiarize themselves with the smells and their pictures. Once the players felt ready, the game master flipped the card face down (so the players could just see the black side) and shuffled them without shuffling the categories (head cards remains on the top, the eyes underneath, etcetera). The Game master chose four cards from his deck to compose a face and displayed it to the player. During that phase, the players had plenty of time to smell the cards and to find the right face parts. The idea was not to interfere in their strategies and memorization. After the players chose a card, they had to put next to the game master’s model, on the same level as each face part (see Figure 29).
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Figure 29. A player smelling the cards and choosing the ones he thinks match with the game’s master
face according to the pictures underneath.
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When the player chose four cards, the game master flipped the cards and checked if the faces matched. At this point, the player’s mistakes were counted on a scale from 0 to 4. For example, if a player managed to compose the face in one try, s/he would have 4/4, if not he/she would have less depending on how much errors s/he made. When players made a mistake, the wrong cards returned to the game while the right ones stayed close to the face’s model. When a face was entirely guessed, the game went to the next round. After each round, the players were aware of their improvement and could react as such, in order to make less mistakes in the next round. The game ended when the third round was over. The players had to answer to specific questions about their playtesting. Four people were involved during this test. Dominique and Kathrin were young adults, familiar with playing games on technologies such as smartphones and laptops. The two others testers were more mature with different experiences of technologies and playing. Although Mrs V. (Pseudonyms are here for privacy purposes) used to frequently play on her tablet, Mr K. used his laptop mostly for work and was not used to play often. This diversity helped to highlight common issues and gave an overview of the game experience through different points of view.
Results First, the common belief before that the players started the game was thinking that the experience would be very hard. For them, memorizing twelve scents was impossible, especially if they had to memorize pictures through the medium of scent. However, it appears that for some, the more they played, the more confident they became about their card choices. As the game was based on a classic memory game, most of the players intended to memorize the pictures thanks to “mind mapping” the smell cards (e.g. small eyes on the top-‐left, big chin on the bottom-‐right). However, the players quickly put this strategy aside as the cards were shuffled after each round. From there, players developed other ways to memorize the position of each specific picture thanks to their respective smells. For Kathrin, identifying the origin of the actual source of the scents (patchouli, jasmine) helped her to associate smell with its matching picture. During the game, Kathrin guessed that one of the cards had smell of chocolate. The result seemed that she could manage to differentiate this card from the others easily. Another memorization technique was highlighted during Mr K’s test. This tester was not really experienced in games and not familiar at all with guessing smells. For him, it was impossible to recognize the cards’ scent in the first place. However, after few tries, he managed to identify particular cards thanks to the emotions or characteristics that
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smell evoked (smelly, sweet, etcetera). With this strategy, the player did not think about the pictures underneath, but mostly tried to identify each card by understanding their “smell” differences. Mrs V. went deeper in this logic by associating the pictures and the emotions/characteristics their smell provided. For example, she identified the card with the hairy head because she disliked the smell it related to. For her, the smell reminded her of dirty hairs that she had already seen (and smelled) before. This personal experience helped her to make the association. From a game design perspective, the players found the test really challenging, mostly because of the use of smells. Moreover, other details during the test session show that the game also had an impact on the people around the testers, curious about the activity. During the game, players held smell cards out to their friends or people around in order to share their experience and their struggle to identify the smells. This point drew upon the idea that the game has a good potential for social and multiplayer purposes. The moment when the players’ results were displayed was important as it made the players’ doubt choices. Seeing the result made the player experience an array of emotions (disappointment, satisfaction), making the game more enjoyable and challenging. However, the memorization phase, when players could see the pictures and smell the cards, is still not adequately challenging even if it works well as an introduction to the game and the scents. The problem is that that phase provides a less gamified activity, as it only involves exploration and discovery. By such, this could be related to a learning process, not uninteresting but less enjoyable compared to the rest of the game. Finally, from a technical point of view, players complained about how the game became hard and harder the more they played. According to them, this was mainly because of experience too much information from smelling the cards. The third and final round was the most difficult for all the testers as the smells all began to smell the same to them. Moreover, most of the testers felt dizzy at the end of the game. This could be maybe explained by the fact that really strong and concentrated smells were used to deodorize the cards.
Discussion/Improvements From the results and feedback highlighted, we can identify several points that could improve the game experience for future iterations. These improvements could be done through better use of the scents, as well as modifications within the game (rules/interactions/atmosphere).
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By dealing with scents, we understood that using concentrate scents had an actual impact on the players’ behaviour (tiredness, dizziness). A good solution could be to use scents that are more familiar, or pleasant to smell, such as the one used in tea. However, from a previous experiment using tea bags, the scents seemed to have different strength. This shows that balancing the amount of smell components should be taken in account for the next prototype. Emotions such as disgust are personal from a player to another. They can’t be controlled and are actually part of the gameplay as they help players to remember a particular smell. However, it could be relevant to try to put all the scents on the same “emotional triggering level”(e.g not using a really stinky scent among sweets ones). If we focus on the game experience, I identified an intense moment when the game master revealed the face that the players composed with the smell cards. It could be interesting for the improvement of the play experience to intensify the tension by adding visual prompts and sounds. Secondly, the start of the game seems to bore the players. Indeed, the game starts with the explanation of rules and familiarizing the players with the scents and pictures. This is not entertaining for someone discovering the game for the first time. By such, the discovery and creative phase needs to be designed as a playful experience rather than just a learning process alone. Finally, players enjoyed sharing their experience with other people during the test. Opening the game for multiplayer purposes seems to be interesting for further improvements.
Prototype 2
Protocol and Game The second prototype intended to match the proposition of the game presented thought the initial storyboard of “Guess my face”. A technology was developed in order for the computer to detect the boxes and a program allowed the randomization of the faces, as well as guiding the player through the game. This application intended to make “Guess my face” playable without an outsider explaining the rules.
The prototype was made up of twelve respective boxes divided into the four “classes” used in the previous prototype (heads, eyes, mouths, chins). A pictogram for each class was created so the players would know which box they had to choose in order to compose an entire face (see Figure 30).
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Figure 30. Pictograms created to classify the smell boxes, from left to right: head, eye, mouth and chin. Each box had specific scents from tea bags. Because the smells were very different, I tried to balance them by changing the number of bags inside the boxes. An extra box providing a coffee scent was added to the game in order to neutralize the players’ sense of smell (see Figure 31).
Figure 31. All the boxes involved in the game.
A base with four slots for each class was designed to make the boxes recognizable within the game program (see Figure 32). The player could create an entire face by putting four boxes from each class on the base (heads, eyes, mouths, chins). The classes were identified by the pictograms displayed on the smell boxes and the base.
Figure 32. The technology developed to recognize the smell boxes. The base has four slots that contains the four classes of smell boxes.
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The game was designed linearly; it started with a “practice screen” where the player could check the pictures on the boxes. After the player clicked the “ready” button, the game could start. Like the last prototype, the game was divided into three rounds where the player had to guess a randomized face. Players received a rank after guessing the three randomized faces. These different ranks were created for providing personal feedback to the players without clearly rating his/her amount of mistakes. The idea was to show the players’ improvements without demotivating them as the game was already seen as hard during previous iterations.
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User testing At the beginning, my aim was to let the testers play alone. I wanted to become familiar with the game components (boxes/smells/program). Rapidly I understood that the game rules were unclear and that the players were confused about what to do with the components, so I decided to accompany the players in the game process by explaining the rules and helping them to understand how the application works. When the players were familiar with the process and knew what to do, I let them play alone. Once they understood the game, they were really independent, which allowed me to be free to make observations and analyse their behaviour. Five people played the game and each one played differently. For example, Samantha created clusters of boxes accordingly to the face she thought to be the original. Verena played in a different way by keeping the original position of the boxes during the whole game. When she completed one round, she put them in the exactly same place.
Play testers of “Guess my face” familiarizing themselves with the game and its components
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Results Memory and smell issues This final test provided different kinds of feedback. Unfortunately, most of the players did not use smell as a reference to memorize the pictures. Compared to the last prototype, I shuffle the different classes (heads, eyes, mouths, chins) after each round. This is the reason why they managed to remember the facial parts by changing the placement of the different boxes. The game was still experienced as very hard at the beginning when I presented it as an olfactory memory game. Dealing with twelve boxes was too much for the players, but with the “visual mapping strategy” described above, the players found the game easy. There was, however, a curious exception. One of the players (Verena) was carefully focused on the smells and intended to incorporate the scents into her memory process. Contrary to the previous difficulties highlighted, the player did not rely only on the “visual mapping strategy” that other players automatically applied. In that way, this player (almost) experienced the game as it was originally designed. The feedback from her was totally different. She thought that twelve boxes gave the right level of difficulty. Technical issues The user-‐friendly design that I developed for the game was supposed to help players. However, the game scenario and information displayed on the screen was not clear enough. The players mostly struggled to:
- Understand that the computer detects the boxes - Each box had to be on specific “detection” zone (head/eyes). - Each box had a specific scent and matched with a specific picture. - The fact that they will have to memorize the matching pictures from the smell
boxes in order to compose a randomized face However, from observations, the materials were easy to manipulate and worked well for being detected by the computer. And, after I explained the rules, the players seemed to be really into the game: one of them even wanted to play more. Concerning the scents, there remained a difficulty for players to differentiate them because of their strength. Changing the amount of tea bags had no impact on how the smells were experienced.
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Even if the test provided different feedbacks, the main idea is that the game seems to works as it was intended to be played (by only using the smells and no other kind of memorization such as the box’s placement). However, players didn’t use the scents and this changed the main purpose of the game. Further tests In response to the fact that players did not use the smells for memorizing the face part pictures, I decided to do the same experiment while mixing the boxes for every round of the game, as I did during the first prototype. The idea behind shuffling the boxes was to reset the “mapping memory” that the players could develop after smelling each boxes, seeing the matching picture and putting them in the same place. By using such a process, the players found the game impossible and frustrating. They explained that they could not rely on the box’s position anymore and that memorizing twelve scents was implausible.
Since I suspected that the difficulty persisted because of the amount of smell boxes, I decided to repeat the same game using less boxes (6 in total including 3 mouths and 3 chins), still shuffling the boxes before each round. Both players were involved in this test and they helped each other in approving or refuting the choice of specific boxes. The test was convincing, as the players felt that the game easier and funnier when relying only on memorizing scents.
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The two testers playing “Guess my face” together. This time, the boxes were mingled each round so the players couldn’t rely on the boxes’ place. The players helped each other since the memorization was only
focused on the smells.
Improvements/Discussion One of the main issues identified through the last test is the fact that visual memorization prevails over smell memorization. More specifically, memorizing a pattern of pictures is easier by thinking about their spatial position rather than thinking about a relation to a smell. This is the reason why most of the players ignored their olfactory memory and preferred to organize the boxes so they can keep guessing at the matching pictures. The solution for this could be to have a bag for mixing the boxes, as is often used with dice. The game would stop and warn the players to mix up the game each time a round is over. Mixing the boxes seems highly efficient for making the players focus their memorization purely on the smells. However, as this mean that the difficulty increases significantly, the game should propose different levels. The solution approved by the players could be to reduce the amount of boxes and so, proposing only specific facial
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parts (eyes and mouths, for example) and changing the difficulty in accordance with the number of pictures and boxes involved within the game. Concerning the fact that player could not understand the game without my help, the program needs a clear tutorial that explains the rules and actions for progressing in the game step by step. Finally, the only solution to fix the unbalanced strengths between smells is to change the weak ones to new scents of equal strength to the others.
5.4 Experiment critique and design openings The previous iterations highlighted an interesting relation between smell and memory. Smell by itself doesn’t help to memorize information or, if we want to make assimilate information thanks to a smell, the first impression of a person will be that the smell interferes in his/her memorization process. However, other cognitive processes seem to explain some interesting roles of smell within the memorisation process. When players explained the way they tried to memorize the scents, most of them shared that they assimilated the smells by describing them with adjectives (dirty, smelly) or objects (bubble gum, rose). It seems characterizing smells helped the players to memorize the matching picture. From another perspective, when players experienced particular emotions by smelling a scent (really stinky, nice and sweet), players were more able to recognize the matching pictures. A final strategy used by the players was to create a link between the smells and their matching pictures, resulting with comments such as: “I know this one, this is the stinky head!” or “Where are the sweet eyes?” Although these processes seem different, they rely on the same cognitive process: making the scents and pictures meaningful, together or separately. This leads to the chunking process theory: instead of learning a smell and a picture separately (2 chunks), players link them using personal knowledge (words, emotions, experience) reducing the information to one chunk. By such, smell could help to memorize a picture in the same way that a sentence could help to memorize a list of letters (see chunking theory example). By interpreting a meaning from smell, the scent is assimilated and become a reference for linking it to the specific picture. A way to improve that process could be to enrich the vocabulary and knowledge pertaining to scents. Indeed, identifying a smell or naming it could help to make it meaningful. “Guess my face” has a potential in smell enhancement as it makes people rely solely on their sense of smell and, by extension, makes them explore the way they memorize
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information thanks to smell. As such the game could be improved in order to make people more aware about this cognitive process and train it in a more explorative way. “How do I Smell?” could be an extension of “Guess my face”. In this section of the game, the players can create their own faces using the smell boxes. The idea is that they can name their creations according to the scents from the smell boxes used for crafting the face. In this way, the player could explore their specific process of deriving meaning from the scents. Examples could be “weird sweet guy” or even “stinky Joe”, the main idea is that the players can experience the scent and explore the way they memorize them without the aspect of a challenge (see Figure 33). From Katie Salen’s (2004) definition, this part is in line with the use of a toy, as it does not have a specific goal.
Figure 33. The player can create several faces with a personal mixtures of scents. Once created, a face
has to be described with a specific name that deals with the scent combination. If we extend the idea for multiplayers, the crafted faces could be sent to friends. Consequently, their role could be to smell the scent mixture from the face sent and even train their capacity to identify smell individually as suggested by Andrew Livermore and David G. Laing (1998) in their research on the dissociative process (see Figure 34).
Figure 34. A player sends the face they created to another player who discovers the smells involved in
the creation of the face.
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Finally, the game could focus on learning smell and training the acuity of detecting specific scents. The game “Le Nez du vin” could also be taken into account, as it could be interesting to use wine components and, in turn, make people more skilled in identifying wines thanks to “Guess my face”.
7. Reflect
Conclusions This study aimed to understand the potential of smell in human memorization processes and explored how this potential could be used in games. The study proposed a technical way to combine smell and digital games and presented “Guess My Face,” a tangible and digital memory game based on the sense of smell. The study focused on how smell could enhance or train the memory. This relationship could come from the idea that emotions can be triggered by particular smells, as shown in the example of Proust’s madeleine cakes, and which, by extension, could probably help in memorizing smells. The game “Guess My Face” was created as a way of exploring this relation. Feedback from the playtestings of the game contributed to the specific knowledge of this study. We started by sharing an understanding of the sense of smell in today’s society and found that the sense of smell is minimized in our society. The biological analysis of the olfactory system shows that area of the brain dealing with emotions is close to the one responsible for scents, and thus could be behind the Proust’s madeleine phenomenon. We continued with the analysis of human memory and focused on different ways of memorizing information. The chunking process was presented as a manner to assimilate several parts of knowledge by making them meaningful (Thompson et al., 2005). We finished with the theoretical exploration of games and gamification, as they show an efficient way to help people to learn and being interested in a topic they were not originally involved with or motivated by. Finally, an analysis of games involving smells shows how the game area used the sense of smell within the game processes (guessing game, immersion, exploration…). This highlighted that using smell in memory was not one of the priorities of the game arena as yet, and the concept is therefore open for explorations. The second part was focused on the development of the game “Guess My Face”. In this game, the player has to memorize pictures (drawing of face parts) thanks to their specifics scents. The game was composed of “smell boxes” (boxes with scents inside) which, when connected to the laptop, reveal their matching face parts. The challenge lay in composing an entire randomized face by relying only on the sense of smell. The game intended to answer the study’s question thanks to observations and experience feedback from players. The issues highlighted by the playtestings contributed to the game’s improvement in order to go deeper in the understanding of smell and memory.
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Several iterations of playtesting and game improvements helped to highlight interesting issues about smell related to memory and game experience. First, the task of memorizing pictures through their scents was challenging for the players. At the beginning, the players’ motivation decreased. It seems that the sense of smell is hard to handle when it deals with memorization. We learnt that tangible objects in memory games could interfere with the game process: Players saw that they could rely on visual mapping thanks to the smell boxes and get rid of the smell memorization. However, when the memorization process involves only the smell, people have different ways to assimilate them. The most common strategy was to describe the smells with adjectives, or even guessing the actual scent (chocolate, rose). The second way was that players recognized scents thanks to the emotions they experienced when smelling them (stinky, sweet). And the last way was linking the scent and pictures by reference to personal experience: some combination of smell-‐face referred to actual people for some players. Although these points are different, we understood that they could be related to the chunking process presented by George Miller (Thompson et al., 2005). Indeed, all these strategies involve creating a meaning from the scents thanks to personal knowledge. As a result, smell does not act directly on memory for assimilating information, but rather has a role of a trigger, a complementary way of creating logic and meaning from this knowledge in order to learn. Thus, “Guess My Face” proposes a way to explore scents and refines the players’ sense of smell whilst improving their personal ability to memorise smells.
Discussion An issue in the design of “Guess my face” was a limitation on the range of available scents. For the first prototype, I had the chance to use extracts of concentrated scents since my supervisor had already gathered samples of them. Although the samples were astonishingly diverse, it was difficult to create a specific pattern amongst the smell-‐materials used in the game. For example, it would be interesting to see how the players could differentiate scents from the same family (woods), or even if the game would actually help to memorize smells with more subtle differences. Because of such limitations, “Guess my face” had to deal with more ‘common’ scents (tea, spices); the idea being that they be as distinguishable as possible. Regarding the methodology used, the different iterations of playtesting revealed to be an efficient way to highlight the issues which arose from the use of smell (dizziness from the players after smelling scents, unbalanced strength between the scents) and the issues interfering with the game process as it was initially designed (visual mapping of the scents and their matching pictures thanks to the smell boxes). This approach was essential since smell constitutes the core of the game. Compared to games using
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smell for immersive purposes, the scents in “Guess my Face” were not optional and the iterative process contributed to a step-‐by-‐step exploration of the integration of smell in a game process. As such, the project proposes a way to use smell for games and open the possibilities of new game mechanics and experiences involving scents and memory. However, this feedback regarding the impact of smell and memory would be more specific or detailed if the tests carefully tracked the same players all along the different iterations of playtesting. By being focused on the same testers for each game prototype, the idea would be to start by stating the memorisation strategies of each player and continuing on to analysing the evolution of these strategies after each playtesting. This methodology would help to identify which changes within the game have an impact on the cognitive process of the players. This could made be possible by submitting a questionnaire to the testers in order to highlight the evolution of the feedback as the prototypes progressed. Regarding the prototype, the objects used for “Guess my Face” were intended to be as neutral as possible so the players would not be able to differentiate each smell box thanks to visual hints (scratches, spots, etc…). However, after some playtesting, the elements started to become worn out. It seems that players did not consider this wear and tear as an aid to memorizing the smell boxes, but this could be an issue in the long term.
Further works The final game has a genuine learning potential, as it helps to enhance people’s memorization process. It could be interesting for further work to identify if smell has the same impact with other kind of knowledge different from pictures, such as texts. Another path that the project could follow deals with the player’s game experience. From the last prototypes we saw that players struggled to continue the game as it was hard for them to memorize pictures thanks to smells. My solution was to reduce the amount of knowledge they had to remember (the amount of smell boxes in the game). However, games involving scents does not appear to be as motivating as games based on other senses (sight and sound). As such, it could be interesting to explore in which ways olfactory games could be easily playable like the other games while being adaptable for different kind of uses and skills.
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Acknowledgments I would like to thank all my floor mates who participated in this project. They contributed greatly to the project by providing constructive feedback about my game. I would especially thank Lucy Booth for helping me with my English grammar questions. Foremost, I thank my supervisor Simon Niedenthal who gave me the opportunity to work on this topic. I would also like to thank him for his advice and for caring about me and my work. I would finally like to thank my entire family, who followed me during the project process by supporting me during my times of doubt.
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