29/08/2022 - 14/12/2022 / Week 1 - Week 15
Woo Shuen Yan / 0342415 / Bachelor's in Creative Media
Minor Project
INSTRUCTIONS
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PROGRESS
Week 1
The minor projects consist of a series of practical projects that necessitate the collaboration of students from various majors such as Business, The Design School, and Computer Science (and Engineers). All of which were to be chosen based on the project themes listed below:
- Project Arttrek
- Project Connected Village
- Project Catalyst Match
- Project Watered
- Project R&D Studio: Sang Guardians
- Project R&D Studio: House of Wisdom
Week 2
Mr Mike introduced and explained MIRO to us this week. Miro is a collaborative white-boarding platform that allows distributed teams to collaborate effectively, from brainstorming with digital sticky notes to planning and managing agile workflows. We will use this platform to share our progress with our group members.
Imran, Alvin, Raghad, Xin Yan, and Hussain were my groupmates. In terms of specialisation, there is a good balance (Animation, New Media, and Graphic Design ). Catalyst Match was the topic we had chosen.
Week 3
In these few weeks, we started the challenge analysis, which contains our general knowledge, our beliefs and knowledge regarding this topic, as well as our areas of interest, is where we started. All of these were written and brainstormed in our MIRO board.
Catalyst Match. This project is about the difficulties encountered while developing a mobile game app using the psychometric test provided by Epitome. The most difficult challenge is transitioning all of the psychometrics into fun aspects.
In the MIRO board, we discussed what we know currently about the career profiling tool nowadays. There is no app where psychometric tests are enjoyable to do and can be used for things like estimating our personas' employment prospects, thus our personas find it challenging to finish a psychometric test without feeling pushed and scared.
We have come up with some points about what do we think we already understand about this challenge. We are aware that everyone who has taken a psychometric test is impacted by this issue. We understand that this challenge is a significant problem for our personas who are unsure of their career prospects, as well as for those who are actively looking for work. Furthermore, We also understand that no other application has adequately addressed this challenge because their UI is much simpler and they focus on fewer issues than our solution does.
Week 4
This week, the lecturer reviewed our questionnaires and provided us with a lot of useful feedback to help us improve. Mr. Mike also assisted us in editing the grammar of some questions. By that point, I realised that the work we use is crucial to what we want to ask and what kind of response we want from the interviewees. Our progress was halted when we were creating our interview questionnaires due to a lack of information from the test, which we will obtain from Mr. Damien.
Week 5
This week, we were still unsure of where we were going because we were still waiting for our client's test questions. Mr. Mike advised us to send out the questions as soon as possible in order to get enough responses from as many people as possible so that we could roughly analyse the data and come up with something for the time being. We also managed to send out our survey forms this week,
Week 6
Problem:
There are only 55 respondents so far, and the number will need to be increased. The 280-question interview did not take place, and this may have influenced the user experience.
Solution:
To increase the number of respondents to at least 70 and above, to conduct the interviews immediately after reaching the 70 mark, and to design the interview questions based on the questionnaire data analysis, to quickly summarise the findings, and to draught the Problem Statement and How Might We questions. We waited for at least 20 more respondents to answer our survey questionnaire so that we can finally proceed to analyze the data from it. So, we only progressed to find more people to fill in our survey for this week.
Figure 0.1: Problem statement
Figure 0.2: How might we
Week 7
For this week we will have to finish the questions that Mr Damien has sent out, and request access to the questions from Mr Damien. We couldn't do much about the situation except wait for our client's access to learn more about the test's issue. Then we just finish up whatever we can with our survey and interview data in the slides. We compiled them into slides in preparation for next week's presentation.
Week 8 (Self-Learning Week)
We presented our slides to Mr.Damien, but he was uninterested and suggested we take a look at and practise on their test first. Even though it's a self-learning week, we all know we don't have time to waste, so we should keep working on the idea, but with one condition: we should try the test first so we can get a better idea of how to improve the test as the client requests.
Figure 0.3: Project proposal slides
Week 9
Because the group had just used the product for the first time, there was a sense of urgency in clarifying the product's design requirements. It is suggested that we create an outline of the gaps or frustrations in the user experience and provide potential solutions. As a solution, it is advised to provide a case study gamification proposal.
Figure 0.4: New brainstorming
Week 10
In this week, the 280-item survey The epitome session had taken place. A Tamagotchi game design concept was proposed, but the extended lifespan may not be relatable for the personas, as it begins in infancy; it was suggested to begin from college/university life and beyond.
When asked how the psychometric questionnaires will be experienced as a game while still achieving the intended objectives, no direction was given, but it was suggested that the MMORPG genre be used as the game design and the questions be mapped to the game level design as quests. To accomplish this, the questions must be studied and analysed for game quest representations. It is suggested that we demonstrate the gameplay for just one level that clearly shows how the game is played and how the objectives of the questions are met through the gameplay.
Week 11
We didn't get much done this week because we just got the test questions from our client. We are only now beginning to experiment with game gamification. We needed to work quickly on the game's foundation, which were the locations, after we finally analysed the questions for interest profile.
Week 12
After signing the NDA, the questions were obtained. My group has begun categorising commonalities in the questions based on locations, behaviours, habits, and traits, among other things.
Following the completion of the categorisation, proceed to work on the identified common locations, brainstorming for the series of actions/quests/tasks to be completed in each identified location, keeping in mind that all of the questions must be used at least once in the locations. Refer to browser or social media-based games as the design, and disregard MMO or platformer game designs, as the questions will not require such a complex game design to be implemented. Then, with a detailed explanation of each of the actions/quests/tasks that are mapped with the questions, confirm how many levels are required for each location. We must investigate whether the questions are logically and appropriately mapped with the actions/quests/tasks.
Figure 0.5: Classroom tasks
Figure 0.6: Garden tasks
Figure 0.7: Carpentry tasks
Figure 0.8: Auditorium tasks
Figure 0.9: Kitchen tasks
Week 13
This week, we came up with the idea of the setting and it was suggested as an open day at a university.
Tasks/questions were proposed and matched to the appropriate psychometric questions. We were advised to come up with other locations/settings to explore creativity rather than stick to realism; however, the app design must adhere to the client-approved flowchart. The proposal's social media component must be integrated with social media offerings such as the creation of FB, IG, and/or Linkedin groups rather than creating social media, which is impossible.
Following the usual consultation with our Lecturer, we were assigned to use the ideas from the previous slides and link everything together before beginning to design the actual game because that is what we proposed to our client previously and they agreed on that ideations. I began researching character designs for cat creatures for our game. It took me a week to come up with an idea that met our application aesthetic, which was alien-ish, cat-like creatures.
Character design and Customizations:
Figure 1.0: References
Figure 1.1: #1st character design
Figure 1.2: Eye expressions
Figure 1.3: #2nd Improvised character design
Figure 1.4: Final character design
Figure 1.5: Skin colours
Figure 1.6: Costume designs
Figure 1.7: Decided colour palette
Week 14
In week 14, because progress is still slow, we were advised to concentrate on how the psychometric questions and the Likert points of "strongly agree to strongly disagree" of 6 points will be addressed in gameplay or interactions.
Hussain and Xinyan progressed to design and model the locations using a design software, Blender. They managed to designed 6 of the locations for the game, which were Lobby, Classroom, Garden, Carpentry, Auditorium, and Kitchen.
Figure 1.8: Lobby
Figure 1.9: Auditorium
Figure 2.0: Kitchen
Figure 2.1: Carpentry
Figure 2.2: Classroom
Figure 2.3: Garden
Week 15
We were still unable to complete tasks in week 15, but we had made our final decisions on our ideation. I also began designing costumes for the character I created last week. During the prototype process, one of my tasks was to customise the costumes. After that, we showed Mr. Mike what we had done in figma up to that point. Then I'll start working quickly on the loading page artwork to add some more eye-catching visuals to the game.
Figure 2.4: Sketch of loading screen
Figure 2.5: 3D rendered assets
Figure 2.6: Background
Figure 2.7: Character
Figure 2.8: Final background
Figure 2.9: Final look
Rationale of the artwork
Background colour is based on our lobby's doors design, which were yellow as carpentry, green as garden, red as auditorium, pink as kitchen, and lastly cyan as classroom.
The earth represents that the cat arrived on the earth to experience things.
As in experiencing things, notice that the glowing shapes floating around, which represents the tasks we designed for each room.
Figure 3.0: Yoga poses for task use
Figure 3.1: Reaction expressions for task use