An app-based gamified platform that enables the users to take a leap into the past and take part in past NASA missions as members of the crew in the mission control rooms. Through dialogues and tasks to accomplish depending on the function they choose, the users can interact with key figures, learn about facts and operations by doing, troubleshoot issues that arise, and experience missions from a lesser-known perspective.
We believe that exploration is the destiny of human beings. In that sense, space exploration is also a necessary endeavor for human beings to get more clarity on the questions they have. In accordance to how astronauts testify of a feeling of shift in cognitive awareness when seeing Earth from afar (Frank White coined the term Overview Effect to describe this phenomenon), our aim is less ambitious. Our bargain can be considered a success as long as we promote interest in space such that, however slow the shift is, the users can start to understand our place in the universe and develop enlightened perspectives in their everyday life. That way they can feel empowered to act and come up with solutions to better the present times.
By developing our projects, we hope to achieve the following objectives:
The idea of helping people reconnect with the past and offering them to possibility to develop new perspective stemmed from episode 107 of the NASA “Houston We Have a Podcast” in which Frank White, space philosopher and author, explained the concept of the Overview Effect and hinted at all the possibilities that commercial space missions would bring in terms of awakening people's consciousness about what is really happening around them.
From an operational perspective, we initially evenly divided the tasks into research, coding, design and pitching among us three. However, as we did (and probably still do) not have an extensive experience in game development and design, we took a trial-and-error approach which ended up costing us some time. We however pushed through, sacrificed some sleep and managed to get as far as we could.
In developing snippets of the game, we used the game development software Unity (https://unity.com/) and the programming language C# to create clickable dialogues and animations.
In designing our prototype demo, we opted for a phone-based visualization. For that, we used framer (https://framer.com/projects/) to design the tabs of the app, and InVision (https://www.invisionapp.com/) to link the tabs together in a sequential way.
The demo was then put on a Google Site-hosted website as a video.
In developing our project, we used content related to the Apollo 11 mission (which is the mission we provided in the game) from nasa.gov/. We used articles and videos to better understand the mission and the operations in a mission control room, as well as to develop a scenario for the scenes shown in the demo. We also used images from that same source in the design of the prototype, and 3D model for game development.
https://www.youtube.com/watch?v=EHz6YV12pLg
Video relied upon to develop the emergency scene ("Seventeen Seconds of Fuel Remained"):
https://www.youtube.com/watch?time_continue=1&v=n3_m-ljOm4g&feature=emb_logo
Apollo 11 Landing Site (3D Model):
https://nasa3d.arc.nasa.gov/detail/Apollo11-Landing
Lunar Lander (3D Model):
https://nasa3d.arc.nasa.gov/detail/lunarlandernofoil-c
Pictures and Backgrounds related to Apollo 11:
https://www.nasa.gov/apollo11-gallery
Article highlighting the different functions of a mission control crew:
https://www.nasa.gov/audience/foreducators/k4/features/F_People_Behind_the_Astronauts.html
View of the Kennedy Space Center in 1994 (as far as we could go back in time) from Google Earth:
https://www.google.com/earth/versions/#earth-pro
Famous Apollo 11 quotes:
Youtube video material followed for game development: