A student tests out the GameLab's custom pixel wall screen. The screen's flexibility was impressive, but making it an intuitive process for any student who wanted to play a game proved to be a daunting challenge!
Mapping the user interaction of the GameLab allowed for quick communication with the programming team, and allowed the team to focus on the essential screens and functionality that would go into the screen itself. Unique drag-and-drop interfaces were the name of the game, but they had to perform excellently.
The AMX control tablet that allows remote control of the rooms innumerable functions allowed a lot of screen real-estate, and beautifully mimicked the proportions of the pixel wall. Because of this, and the "Star Trek" vibe of the room itself, the final design settled on a 1:1 emulation of the screen that allowed students to drag-and-drop inputs into sources and manually control source outputs with the click of a button.
The GameLab home screen, waiting to be activated, glows slightly, and mirrors the Pixel Wall screensaver.
Once inside, the GameLab routes users towards their ideal set-up, doing a lot of the work for them in order to reduce mistakes and create a quicker time between starting up and getting gaming.
The "master" input/output screen control for the GameLab is where the magic really happens. Audio and video input controls, lighting, and anything else can be manipulated with ease before applying to the room itself. This allows users to 'see' a demonstration on-screen of what the screen will look like, before activating it, in case they want to make changes and not disrupt anyone currently in the room. The GameLab was rolled out with the rest of Hunt Library and has since functioned as a haven for gamers across campus and across the triangle.