Mission: Star-Tracker
Mission: Star-Tracker is an educational interactive that demonstrates research about perceptual blindness in the form of a multiplayer arcade game.
Players are given a simple task: collect the most energy by hitting the white stars into their personal goal. Once a star's energy has been collected, it becomes inactive, turns gray, and continues to bounce around the screen.
While the players are engaged in the game, two unexpected shapes fly around around the playing area. The first moves at the same speed as the stars, while the second flies by quickly. Both are gray, the same color as the inactive stars.
Most players don't notice the first shape flying by, but they are much more likely to notice the second, faster-moving one. This result was discovered in a recent study that complicated our understanding of the phenomenon known as perceptual blindness.
Long-standing research has shown that when people are focused on a given task, they can fail to notice an unexpected object even when it's right in front of them (the classic example being the Invisible Gorilla test). This more recent study replicated the results of the gorilla study with a similar test, and showed that results change notably based on the speed of the unexpected object.
The game in Mission: Star Tracker is designed under similar conditions to the study, allowing players to encounter this phenomenon firsthand (through their own experience or that of their fellow players).
After the game ends, each player is shown five potential shapes, and asked which they noticed during the game. They then see a replay of the shapes flying by, along with an explanation of the research, and are encouraged to discuss their experiences with each other.
Mission: Star Tracker was created in collaboration with Dipika Titus , Sophie Lee , and Joann Myung for the ITP class "Playful Communication of Serious Research". The game was built in Unity, using an overhead webcam and marker tracking for input and projecting down onto the playing space.
I worked on the content development, gameplay mechanics, and technical components for the project, while my teammates handled the physical components, theming, and visual design.