Weekly Newsletter – WEEK 5

Weekly Newsletter – WEEK 5

Fresh from our playtest on Friday Team Athena was energized and was ready to work towards implementing changes to make our game better. Just to recap what happened last week, we completed all the things from our Sprint last week, including nice to haves! Way to go, everyone!

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On Monday, we looked at our board to see what we unpacked from our second playtest and put them in clusters so that we can draw insights about current problems and risks based on different categories. The next step was to prioritize those risks based on how much they impact their game and which of these risks can be mitigated efficiently. We also had a design meeting to think through the problem of kids knowing how to play the game which was our top risk. As it was Monday, we used that meeting to storyboard and also SCRUM plan our next steps. Then we also built and tested a prototype with free asset store animation to get a feel how our game looks with art assets. We also met with Shirley and finalized the quarter’s deck after feedback from her. As our room was quite messy we took some time to clean the room. We also did retrospectives where we looked back and see what went well and what are the things we can improve on.

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Wednesday was the day of quarters and it went quite well. We had a working prototype with temporary assets on the iPad for the faculty would play with and Elaine did a great job of briefing the faculty with our slide deck in a short span of time. We got a lot of good feedback and faculty was happy to see us asking the right questions and heading in the right direction. To summarize, everyone wanted us to get a concrete goal from our client and work on making something that would enable us to measure our success.

On Thursday we unpacked the quarter’s feedback and prioritized it based on what needs to be accomplished first. We also had a design meeting to make some decisions about the internal constraints and big idea we have for ourselves. The programmers continued working on the tutorial so that the game can teach each individual skill at each new level and make it easier for the students to understand.

The link to our quarter’s feedback can be found here: https://docs.google.com/spreadsheets/d/1iwlJLD10LZKBnQMpVDvLFV-noOJGeUeqFd0PZqQZHDU/edit#gid=839208178

Friday was the day of sit-downs and we had Ralph and Tom visit us to provide valuable feedback. Both of them had great advice about how we can improve on what we had in our playable prototype. We also made key decisions about game mechanics and our general plan for progression. The programmers continued on the tutorials. Finally we took a moment to look back at the RACI chart.

 

Weekly Newsletter – WEEK 3

Weekly Newsletter – WEEK 3

Week 3: Playtesting, Client Confirmation, And Faculty Expert Input

So, this week we were at a funny juncture in terms of deciding project pillars, scope, and focus, while simultaneously digitally prototyping an experience into existence. It’s chopping down a forest while occasionally climbing a tree and asking whether we’re even going in the right direction. We asked ourselves that question, our clients that question, and a lot of faculty that question.

We knew needed to test how the paper prototype was translating into a tablet interface, but that could take a million different forms. We also needed to answer these big questions that we were really worried about. Risk analysis is fun, because it’s the moment where you step away from blue-sky design and say:risk

Risk chart, on right in blue: a.k.a., Our Worst Nightmares

“If everything caught fire and fell apart tomorrow, how would it happen? What’s going to ruin us? What are we most afraid of?”

Fun stuff.

At the end of the previous week, we’d made a risk analysis of such questions. I think it really came through how little we knew what to expect of our audience.

What if they barely knew how to use the tablets? What if the games they played didn’t include any strategy whatsoever? What if we accidentally made a game with an aesthetic they hated?

What is our main client really trying to do, here?

 

And how does faculty respond to what we have so far, given that they are all experts in different arenas?

All of these questions enabled us to design our first playtest and prototype in order to quash as many possible on the first go—and see what was unquashable; what needed to be fixed the most. The playtest was a mix of A/B testing (for art style), observation (to get a sense for whether our hypothesis about control and power was correct, what UI was intuitive for the kids, and any other patterns of behavior), interview (brief, about game choices and what they did and did not like about our game), paper prototype playtesting, and usability testing the digital interface.

 

example

A lot for one session! But we got five lovely kiddos in from the larger class and an hour later had a lot of questions answered that we didn’t have initially.

The big one was a sense of gratitude that we didn’t “design down” when ideating—that we tried to make a game that was fun for us. Because the kids picked the board game up right away, and even ended up combo-ing us multiple times. Any preconceived notions about what it means to be in a social-emotional therapeutic program and on an IEP quickly vanished.

Our kids don’t button mash, they strategize.

Our kids have no patience for shoddy design work, and have some insightful things to share in terms of what mechanics are working and not working, and why.

Our kids understand that flashing elements on a tablet means interactivity.

So, that risk assessment was put to rest.

Now, here’s what’s not working: we had a risk assessment that basically said, “what if kids don’t feel powerful or a sense of control when playing this game?” For the board game, they did feel powerful, often making sound effects and marching the dinosaur across the page to simulate stomping. But the tablet UI was a totally different story. It felt flat, they didn’t react at all, and the sound effects totally vanished.

We unpacked as a team why this might be happening, and came up with a new risk assessment focus for the following week. With some very helpful faculty feedback, we shifted our design pillar from “juicy”—which really, for the time being, belongs under the much more important goal of feeling powerful, regardless of how we get there (we’re looking at self-determination theory to see if there are other aspects to this we may have missed, thanks to Dave Culyba).

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Our chosen art style, decided by a mix of A/B testing and team capability as a tiebreaker

Instead, we tried “stickiness/replayability” on for size as a pillar. But, after a conversation with the client, it became clear that our game’s goal was not necessarily to remain ONLY sticky. The kids have access to the entire app store during free choice time, including games with companies and corporations that out-scope us in terms of how sticky and replayable their games are. We would be competing with all hundreds of thousands of them. And part of the appeal of free choice is this frenetic choosing, this buffet/smorgasboard of options. We will be lucky if kids play our game for ten minutes a week for more than a month.

But we want to see kids playing ours for increasing amounts of time as our project progresses, and we don’t want to see them switching from ours to an inappropriate game such as zombies or killing.

Our more direct goal is to compete to scratch the same itch as some of the more violent games the kids download, especially blood-and-guts shooters. So we’ve changed a pillar to “More Sticky than the Shooters,” to see if we can serve as this alternative.

 

We got more helpful faculty feedback, as well. Brenda Harger encouraged us to think about the broader picture, which is part of what prompted the phone call with our client to clarify a deeper reason for making the game. Problem-solving is something that has come up as a strong secondary goal to minimizing the desire to play violent games.

 

Chris Klug advised us in ways to fold in story elements into a game for an audience that doesn’t play games with a lot of traditional game narrative (it has to do with success revealing themed elements that show more about the world over time).

 

Mike Christel advised on play testing as well as game mechanics and why perhaps the tablet was not translating the board game as well as we hoped.

 

All in all, a fantastic week for feedback and reflection before moving on to explain our reasoning at quarters.

Weekly Newsletter – WEEK 2

Weekly Newsletter – WEEK 2

After setting up the roles and getting early pre-production done in the first week, Week 2 began on Monday, with the team doing further research on how reading games are implemented and best practices to carry out in order to make a game suited for children in the age range of 7-9. The team also took the games which were deemed “useful” during research and played them to search for useful features, interactions, themes, art styles and other tid-bits. Having finished the research, the team sat for an official brainstorming session with 15 game ideas put forth and ideating and combining the best of all to come up with a final vision for the team to follow. The team also utilized Jesse Schell’s deck for guidance with the gamification’s core elemental tetrad of Aesthetic, Story, Technology and Mechanics coming very handy. The team also individually filled the self-evaluations and sent it our mentor, Shirley Saldamarco.

 

On Tuesday, the team continued with further ideation and brainstorming and coming up with three solid ideas to take into consideration as the game to be made for the semester. The team met with Jesse Schell with the problem statement and the three mock ideas with his input coming in very handy. Jesse stated that we should first build the toy and then carry forward with it, with the core objective being to make the game fun and immersive and then to fold in reading later. The team also sat down and set-up formal roles by filling in the RACI chart with each member being the Responsible, Accountable, Consultant and Informed for each task.

 

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Wednesday was a comparatively less productive day with the highlight being that the team honed in on the single idea they were all excited to work with. The high-level details were discussed and voted on with the game should be fun and practical to develop being taken into consideration. The afternoon and evening were spent filling the forms and registering fingerprints for background clearances so the team members could interact with children.

 

On Thursday, the team came in early in order to cover up for lost ground on the previous day. The team storyboarded the entire game with various features, mechanics and interactions discussed and finalized. The team also developed a paper prototype with many iterations and rules added to make the game challenging but also fun and engaging. The team also prepared for playtesting this paper prototype with the students of Colonial School and highlighted their fears, doubts and questions on how it will be received. The programmers and designers also met up and made a basic requirements list and prepared a basic art assets list for the artists to work on.

 

 

 

On Friday, the team started a primitive version of scrum with each person writing down the first tasks to be performed in the development cycle and the first official sprint of the  semester. The designers met and discussed on how a basic version of the prototype to be developed should look and sample outlines of how the grid should look was designed. The design team also finalized that the game will have a hexagonal grid system for movement. The team also had a team building dinner with Elaine hosting an awesome feast.

 

 

 

Weekly Newsletter – WEEK 1

Weekly Newsletter – WEEK 1

With the West coast trip wrapped up in the beginning of January, the team met for the first time on Monday and decided team roles based on each team member’s strengths and backgrounds. The project is to develop an educational reading game for emotionally vulnerable children on the iOS platform. Kanishk, Luna and Milind are the programmers. Elaine and Ruchi are the artists with Luna handling sound design and Elaine and Milind acting as designers. Ruchi with her experience UI/UX acted as the UI/UX designer. Over lunch, the core hours for the entire team were decided based on the courses each member had taken. The newly appointed co-producers Elaine and Kanishk also reached out to our client Colonial School, which is a school just outside of Pittsburgh who care for emotionally challenged children. We also met our faculty advisor Shirley Saldamarco who had worked with the client before and briefed us on their expectations.

 

Roles

 

On Tuesday, the team gathered to decide on a game. It was unanimously decided as Team Athena, based on the Greek goddess of knowledge and science. Kanishk and Elaine scheduled meetings with the client and also compiled questions and queries we had regarding the project. Milind, Luna and Kanishk who are the three programmers, met up to decide their specialities and strengths. The team members also did extensive research on educational projects and games both international and ETC projects.

 

Research

 

 

On Wednesday, the team did further research on projects and categorized them if they were relevant or useful to the current project. The team also broke down the project into its primary components and laid out questions regarding each module. The team also prepared the SCRUM board with tasks filled and stuck to either To-do, Blocked, In Progress, Backlog or Done.

 

Scope

 

 

On Thursday, the team made the trip to Colonial School and met with the client, Audrey Mowry and one of the faculty Dana Connors. They told us their expectations, needs and also priorities like fun and engaging which were higher with quality assurance being last. We also recorded the meeting for future reference and based on the meeting, we charted and grouped the various findings and came up with further specific questions. Based on the groupings, priority list and questions, we came up with a problem statement. The team ended the day working on the homework for the playtest workshop which was on Friday.

 

Problem Statement

 

On Friday, we met with Dana and Audrey remotely via Facetime and asked them the questions we had come up with the previous day. We also met with Shirley to update her on the various developments and strides forward made in the previous week. The team attended the playtest workshop which proved to be very valuable for our project and on how to construct an idea based on the demographic constraints. We also finalized the versions of the iPad we will be using to develop the game on. Dana also emailed the types of games the children like to play and their overall priorities when it comes to games and activities.

 

 

 

Design Pillars