\section{Project definition} This chapter gives an insight in the MatchBlox project. First of all, the goals of the project and how they changed during the execution of the project are listed and explained. %Then, in the next paragraph, the problems that were encountered are discussed. This chapter concludes with a short project evaluation. \subsection{Goals} In the proposal for this course, the MatchBlox project was defined as an experiment for which "the results should give an insight in the usability of a 3D input device". The usability could be tested with and without some key factors, namely: \begin{itemize} \item Head tracking \item Stereo glasses red/blue \item Depth of the field \item Shadow projection \end{itemize} The first two factors, head tracking and stereo vision, were researched before implementation started. From these two small research assignments two demo applications were created. These two demo programs respectively showed a possible implementation for head tracking and for stereo vision. Both will be explained in detail in the next chapter. \\ The depth of the field was implemented by altering the size of the box in which the user puts the blocks. Three different sizes were supported; small (2x2), medium (3x3) and large (4x4). \\ As for the shadow projection, the idea was dropped because the number of test cases would grow to large. Without the addition of shadow projection the number of test cases were already $ 2 \times 2 \times 3 = 12 $ (instead of 24 cases). The implementation of the current application as well as the supporting database does support the addition of an extra factor such as shadow projection. \\ Our initial intention was to get some people to participate in the experiment by playing the game in some different configurations. From those results we were going to draw conclusions on the usability of the Wii remote as a 3D mouse. However during the development of the application we came across some problems that delayed the completion of the application. At the time of writing no human experiments have been carried out, but the encountered problems have led to an important insight in the usability of the Wii remote as a 3D mouse device.