Digital Dragon Boat Race, 2005
The Digital Dragon Boat Race (DDBR) was the first of its kind game experience in North America. It was a competitive REAL game played on foot using wireless technology to discover 6 locations significant to the Dragon Boat Festival´s history in Chinatown and area.

Players or Teams (up to 4 people) with the fastest times collecting clues and discovering the locations in the mobile game, competed in the Big Screen Game playoffs at Science World Saturday June 18/05.

I worked with Rodger Lea,(Project Lead) and the Amusement Team to bring together these two separate projects (the DDBR Mobile Game and the DDBR Big Screen Game) into one comprehensive plan on a very limited budget.

As Interaction Designer, I had the opportunity to work with designers, writers and the game infrastructure team to finalize the game concept, prototype the game play, and over see it's final implementation. The Digital Dragon Boat Race challenged teams to achieve the fastest time possible as they navigated a maze of clues leading them through a culturally amplified, treasure hunt. Perhaps one of the most ambitious projects to date I've worked on.

The development of this mobile game introduced new challenges to interaction design. Mobile games present two features to interaction design that are not often talked about - time and situation. Mobile games are played in real time, people call in on their cellular device and stay connected for the duration of the game play (unless you've designed it differently) this can be costly to the players.

The term 'situation' I use to describe each game location. The DDBR was a location-based game participants had to find six locations significant to the Dragon Boat Festival's history in Chinatown and area. When you are designing a location-based game you are creating situations in physical and social environments. For this reason consideration to the 'real world context' and virtual world location has to be reconciled and addressed.