Venus Bebensee's profile

Redo Design for Development​​​​​​​ (Individual)


Design for Development (Individual) 

Project Brief
A digital, game-based intervention was to be designed for this project that shows the powerful act of playing as a means to encourage meaningful connection. Students were divided into groups of 3 with a specific prompt assigned to each group. This digital intervention was designed for children between the ages of 6 and 8 and was aimed at encouraging connection among family, friends and/or the community.

Students were required to conduct research on their target audience and make use of prototyping to find out the likes and dislikes of the children in order to make accurate decisions for their digital intervention. This project aimed at creating positive change in a local context specifically with regard to civic responsibility and children’s development through play and experiential learning.
List of Deliverables
02 Visual Identity Development 
03 Game Development & Prototyping
04 Rationale (please view archival file for full rationale) 
05 Digital Prototype solution 
Rationale 
Science was the topic chosen for our group. Our aim was to develop an interactive internet game for kids that also promoted social interaction. The platform's primary goal was to establish a space where kids could play games with their friends, parents, and other people in their immediate vicinity. We were urged to conduct research on the early stages of child development and how various children comprehend ideas and interpret directions. This gave us a clear understanding of how we could construct the platform to ensure that the kids can play the game and learn about it while also engaging with their environment and interacting with it. The age of the children, the appropriate colour scheme, and other factors have to be considered when creating the visual identity. 

In order to make our platform feel warm and welcoming, we wanted to make sure that we concentrated on the components of colour psychology that are important for early development. The game's gameplay and strategy were also significant elements because it was essential to build and conceptualize the game's gameplay through user testing with our target demographic. The user testing with the kids provided insightful information on areas where we may improve as well as how to interact with the kids more during gameplay. A prototype of the game was created, and it visually represents both the user path and the game's visual components. We drew a lot of inspiration from both individual and group user testing sessions. This prepared us for a strategy that relied only on real, validated feedback from our target audiences.

Please see our in-depth rationale here
Research ​​​​​​​
Primary research 
Secondary research
Proto-persona
*Please view our extensive research and process work in our archival file, as most changes are noted there. 

Visual Language 
Experimental emblem 
Controlled chroma & logical lingo 
     
Investigative icons 
Our icons include the colours and textures that are found within the app's environment to create a feeling of unity. 
Navigate your way 
We changed our buttons, toggles, and switches by implementing more iconography instead of using words. When words are utilised they are in their simplest form, making the journey fast and efficient in understanding. The wording was simplified for child-appropriate understanding. An example would be the word “go back to earth” being changed to “go home.” 
The application 
User journey
Please view our final wireframes here
What's new? 
After our final round of user testing, we realised that there needs to be a parental sign-in; they create their own username and password, and without this information, the child will not be able to play. This was done not only to ensure that a healthy amount of screen time occurs but to also encourage adult supervision. The entire game also has a voiceover with appropriate background music, which adds to the sensory experience by having a sound element. Although our game is educational in terms of providing knowledge on science, participating in experiments, and including definitions, we wanted to bring more fun play into the game. Through user testing, we discovered that the children wanted to slice the bubbles on the screen, bringing in an element of fun and thrill.
Improved journal journey 
Praise and reward 
Interaction and connection
The polished prototype 
Please note that all work was split evenly among its three composers. 
Redo Design for Development​​​​​​​ (Individual)
Published:

Owner

Redo Design for Development​​​​​​​ (Individual)

Published: