“Designing is not walking on a straight line.” Group C
Concept development (Oct27 - Dec4)
This was the core of the project; it lasted almost all the course, and it was carried on as a constant refinement of the starting idea.
We first concentrated on the context and at the same time we tried to design a safe approach for our specific users (children 8-10).
A very long step was the iterative design of the gameplay. We spent a couple of weeks looking for a convincing narrative and trying to set simple rules with an appropriate anti-abuse system.
The main challenge was the identification of an elementary game dynamic that could be the starting point for an increasing complexity of play.
We also had to cope with the asystemic access of children to museums which brought us to focus only on the collecting experience. The idea of the final puzzle was a final plus to unite narrative and gameplay aspects.
Graphics and interface design (Nov10 - Nov28)
Each group member made a look and feel proposal. A joint graphic solution was carried on and developed with the precious tips of Christian Palino.
Since we design for museums we decided to avoid sounds and we focused on vibrations as a metaphoric apparition.
Early mobile prototyping suggested the use of more animations and the design of other iconic elements to enrich the visual experience; we also changed the flow of interaction in the gallery section.
User studies (Nov21 - Nov23)
We briefly interviewed a possible user and we showed him some of the work in progress: in particular graphics and game assets.
Paper prototype and evaluation (Nov21 - Nov23)
A first paper and cardboard prototype was made in the studio. We showed it to some of our colleagues and we took indications from them to build a more accuarate one. This was then tested with a child. Important issues emerged and they strongly influenced the concept development.
Mobile prototype and evaluation (Nov24 - Dec12)
A fully working mobile prototype (except the “multiplayer mode”) was coded with Vinay Venkatraman and Nick Zambetti feedbacks. We later tested the application with another child. The evaluation highlighted some possible interventions on the graphics.
Stakeholders interviews (Dec3 - Dec10)
We carried on an email correspondence with a responsible of the British Museum Educational Department. We also interviewed the Head of the Educational Department of the Venice Guggenheim Collection. These discussions were fundamental in thinking important redesign issues, also for a possible commercial attempt. Download here the text of the interviews.
Redesign issues (Dec11 - Dec12)
Our most important suggestions for further developments are:
-> an alternative solution for museums which do not allow pics capture (both for copyright and safety reasons). A simple and low impact redesign would be loading a small picture from an existing database any time a clue is selected.
-> a family version of the “multiplayer mode” to give a richer experience also to parents who tend to look for a greater complicity with their children.
-> the introduction of an accurate animated tutorial to set the context and give major game instructions to the child.
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