- How do users interact using our prototype?
This is important to consider in terms of how players will react or behave when playing our game, especially in having comfort when playing the game (make sure the game is not physically uncomfortable/exhausting, etc.). This is also important to consider when we are designing the physical components of a game (what buttons on the remote are pressed, and how can the player do this without unnecessary strain). The type of prototype that I will make to answer this question will likely be a look and feel prototypes, in order to stimulate how it feels like to interact with the controls or play the game (how do the cards or pieces feel, will they interrupt the experience of the game). I think this will be an iterative process, where the first few prototypes of the game will always result in new findings that lead to improvements to how the game is played in terms of designing a control or the physical parts of a game. - What is the experience players have when learning how to play the game?
This is important to consider in terms of how users will interact or navigate when they are learning how to play a game. This is especially important, as learning is an important aspect of the gaming experience especially in terms of having fun. If it is overly difficult to learn, then it might be a huge issue for the games success. In this case we can make a role prototype to see if a player can correctly interpret what an object can do for the player (i.e., see how the user interprets tutorial tips or advice in a game to see if they understand what role an item or ability has in the game). I think this will work out in the end, given that we ask enough users if they understand our role prototype, and if we ask for feedback from a diverse (different players have different backgrounds and interpretations of symbols, colors, or of drawings) and big body (need enough people for meaningful feedback). - How will players interact with one another in the game?
Player interaction, especially in party-based games is important to consider, as in some instances for social games, the types of interactions or the roles interactions between players have is among the most important factors for the game’s success. To learn about this, we can make an implementation prototype, to see how users interact with one another, or if our social game is being implemented in an effective manner. - what type of fun are players having?
This is important to consider, as the amount of fun, or the experiential learning experience should be balanced in a way that allows players to return to our game in the long run. This can be done through an integration prototype, where we would investigate/focus in on the users experience for our game. I would guess at first the game might be fun or not so fun depending on how well learning goes for the game, and if it remains exciting for the long term. Depending on their experience, I can imagine this working out in the long run with enough iterations to improve the game.

