Towards a Scent-based Narrative
Scented media and technology offer a unique way to engage users, specifically to convey information and alternative sensory experiences. What if it can be the main game narrative, than its being merely ‘novel’? Scents with ample potential to evoke memories and be a reward system are explored.
My Role
Lead concept proposal, Smell diffuser design, Game designTeam
Yi Xie: Game design, Unity development | Paul Chen: Game art, Narrative design
Location
University of California, Santa Cruz—Silicon Valley Extension
Time
6 week prototyping
3 month project
Deliverables
Unity Game a narrative on smell impairment
Smell device functioning with user input
Video trailer
How Did We Design the Game?
Gameplay Video
We devised the view from each character’s perspective, so needed two monitors in total. The characters can each account for their health status and perspective.
Player’s View
Another view in terms of the player’s view.
Design Method
Conceptual Design:
The game revolves around reality-based situations and difficulties and the narrative design relies on identifying contextual experiences of smell impairment as the interwoven story. We utilize the diary studies and user journey map through in-depth interviews as the main design method.Then, we extracted scenarios for the conceptual design of the gam and apply the body storming strategy test out the game flow.
Smell Diary
Interviews
Olfactory Design
1. Leveraging scent-based memory
We use the literature-based theory that scents are critical and integral to human memories and survival—liked with reward system. We want to observe and enhance player empathy and learning.
2. Craft an olfactory narrative design
We construct a cohesive narrative design that combines olfactory engagement with other sensory elements. This demo paper presents a detailed discussion of the current design of Scented Days, as well as design considerations for future scent-based narratives.
Arising Research Question:
How Might We Use Scents as Narrative utilizing the empathetic potential of smell?
Project Goals
Jan L Plass, Bruce D Homer, Andrew MacNamara, Teresa Ober, Maya C Rose, Shashank Pawar, Chris M Hovey, and Alvaro Olsen. 2020. Emotional design for digital games for learning: The effect of expression, color, shape, and dimensionality on the affective quality of game characters. Learning and instruction 70 (2020), 101194.
Hanna Wirman and Simon Niedenthal. 2015. Designing Smell Games, Learning from Animal Play. In Philosophy of Computer Games 2015 Conference.
Rebecca Tortell, Donat-Pierre Luigi, Aimee Dozois, Sean Bouchard, Jacquelyn Ford Morie, and D Ilan. 2007. The effects of scent and game play experience on memory of a virtual environment. Virtual Reality 11 (2007), 61–68.
Jonas K Olofsson, Simon Niedenthal, Marie Ehrndal, Marta Zakrzewska, Andreas Wartel, and Maria Larsson. 2017. Beyond smell-o-vision: Possibilities for smell-based digital media. Simulation & Gaming 48, 4 (2017), 455–479.
Polishing Hardware
Simplifying the existing scale into a 6-item assessment and designing the input method as an intuitive button, I have constructed the hedonic assessment digital sheet.
Aiming to test the scale on two groups of players, the upper-body player (punching) and the lower-body player (locomotion) as per our game mechanics, I created two sheets and two graph visualizations.
diagram credit: Yi Xie
Full Report on the Game Mechanics and Game Engagement System
Full Report on the Game Mechanics and Game Engagement System
Game play on a nutshell
Presentation
We had the opportunity to publish an Interactivity paper and present a demo at CHI-PLAY '24 in Tampere, Finland.