Major Project I
3/2/25 - 25/3/25 | Week 1 - 8
Iman Mikudim | 0338004
Course Name | Bachelor of Design (Hons) in Creative Media
Task 1: Proposal Development, Task 2 : Design Proposition & Task 3: Concept
Presentation
SECTIONS
- Task 1: Proposal Development
- Task 1: Submission
- Task 2: Design Proposition
- Task 2: Submission
- Task 3: Concept Presentation
- Task 3: Submission
- Final Submission
| Feedback
INSTRUCTIONS
Fig 1.1
Module Information
Booklet
Brief
-
You are to work as groups
in presenting an innovative
concept that introduces unique social,
cultural and/or economic
value to the intended target audience
within your chosen field of
specialization.
-
You are to conduct research
on current technology and
design trends that influences and
benchmarks your area of
specialization. Case studies with analysis
reports on product/service
functionality and effectiveness,
technical innovations and
challenges,
aesthetics and design appreciation are
required to support your new
project proposal.
-
The project must address
the ‘gap’ where you have
discovered and realized ideas and
solutions that creates and
captures value in
a novel way.
Fig 1.2
UI/UX Design Process
In the first week of classes,
we received a briefing about
the module, which serves as
our Final Year Project (FYP)
divided into two phases: Major
Project I and Major
Project II. We were instructed to form groups of four
and select a concept aligned with
our specialization in UI/UX.
Task 1: Proposal
Development
Fig 1.3 Expected
Deliverables and Timeline
for Task 1
During the first week of this
module, we were instructed to
form groups of four to work on
our project. Following the
design thinking process, Major
Project I focuses only on the
stages of Empathize, Define, and Ideate. Our initial assignment
involved conducting contextual research
and gathering user insights
through interviews.
In the first week of
lecture, we formed a
group of four within our
UI/UX specialization and
eventually settled on
the name "Major
Pro(crastinators)" for our group, a
playful twist on "Major
Project."
Group Members:
-
Alefiya
Hassanally
(0361638)
-
Iman Mikudim
(0338004)
-
Joey Lok Wai San
(0350857)
-
Reema Hamza
(0362792)
Brainstorming &
Topic Selection
Following a detailed
brief from Dr. Wong and
discussions with our
supervisor, Mr.
Nedumaran, we began
brainstorming concept
ideas that could be
developed into a final
outcome. Our goal was to
identify socially
relevant topics that
could be effectively
communicated through a
digital experience.
i) Initial Topics
Explored
We initially
considered the
following
topics:
-
Skincare:
Building an
effective skincare
routine is
challenging,
especially for
beginners, with
many struggling to
find products that
truly work and
wishing they had
started their
routines
earlier.
-
Addiction and
Recovery:
Overcoming
addiction is a
difficult, ongoing
process with high
relapse rates,
influenced by
substance use,
behavioral
addictions, and
the societal
stigma surrounding
recovery.
-
Relationship
Connections:
Forming meaningful
connections can be
difficult,
particularly for
older individuals
who are at a
higher risk of
social isolation
despite
technological
advancements aimed
at fostering
connectivity.
-
Clothes/Wardrobe:
Many people
struggle with
organizing their
wardrobes,
frequently wearing
only a small
portion of their
clothing, leading
to wastefulness
and contributing
to the fashion
industry's
environmental
impact.
Fig 1.4
Topics Explored with
Short Descriptions &
Research
Statistics
The initial plan was to
develop an app or
website, which seemed
like the most
straightforward
approach. However, we
felt that merely
presenting information
wouldn’t create the
impact we wanted. To
enhance our concepts, we
wrote short descriptions
for each idea and
gathered research
statistics to understand
the relevance and appeal
of each topic.
ii) Shifting Focus to
Game Development
After presenting our
initial ideas to Mr.
Nedumaran, we
discussed the
potential of using a
game as our medium of
delivery. Games offer
immersive
storytelling, visual
engagement, and
interactive elements
that can communicate
complex themes more
effectively than
static
platforms.
Following further
discussions and a
group vote, we
brainstormed new
topics suited for game
development:
-
The 5 Stages of
Grief:
Grieving is a
deeply personal
and unpredictable
process that can
affect mental,
emotional, and
physical health,
often lasting
beyond a year for
some
individuals.
-
Disabilities:
People with
disabilities face
various health
inequities, social
stigma, and
accessibility
barriers, which
significantly
impact their
quality of life
and opportunities
for participation
in society.
-
Child Rights and
Protection:
Despite legal
protections,
millions of
children worldwide
face neglect,
abuse,
exploitation,
inadequate
education, and
food poverty,
highlighting
systemic failures
in safeguarding
their
rights.
-
Sleep and
Insomnia:
Insomnia is a
common sleep
disorder affecting
a significant
portion of the
adult population,
with symptoms
ranging from
short-term
disturbances to
chronic conditions
that severely
impact daily
life.
-
Fake News:
The spread of
misinformation
through social
media and digital
platforms
continues to erode
public trust in
credible sources
and destabilize
social and
political
environments
globally.
iii) Decision-Making
Process
Ultimately, we
chose to proceed
with the topic of
“Sleep &
Insomnia”. The decision was
guided by:
-
Relevance:
Insomnia is a
prevalent issue
affecting
various
demographics.
-
Potential for
Creative
Storytelling:
The concept of
an
insomnia-driven
world had strong
narrative and
gameplay
potential.
-
Interactive
Potential:
The opportunity
to visualize
sleep struggles
and communicate
them through
gameplay
mechanics.
Group Details
Fig 1.5
Group Name &
Project Title
For our group name
and project title,
given that our topic
focused on
"Insomnia," we
brainstormed various
title ideas related
to the theme, such
as "The 3AM
Visitor",
"Dreamless", and
"Shadows of the
Mind". Ultimately, we
decided to name our
project: "Eyes Wide Open".
Project Timeline
& Project
Development Plan
Fig 1.6
Project Timeline
Fig 1.7 Project Development
Plan
To keep ourselves
on track, we put
together a project
timeline along with
a comprehensive
development plan. We
made sure to
distribute the tasks
evenly among
ourselves each week
to manage the
workload
efficiently.
Project Details
& Planning
Fig 1.8
Problem Statement,
Project Aim &
Objectives and How
Might We
Statements
Once our topic was
approved, we
developed our
project details to
ensure a clear
direction. This
included:
-
Problem
Statement:
Insomnia and
sleep
deprivation are
common issues
that affect
mental and
physical health,
yet many people
lack awareness
of their impact.
Traditional
methods of
raising
awareness about
sleep disorders
can be
unengaging,
making it
difficult to
convey the
struggles faced
by those
affected. There
is a need for
more immersive
and engaging
ways to help
people
understand the
experience of
insomnia through
storytelling,
visuals, and
interactive
engagement.
-
Project Aim:
To create an
engaging and
educational
experience that
raises awareness
about insomnia
by immersing
players in a
dreamlike,
nightmarish
world that
reflects the
struggles of
sleep
deprivation.
-
Project
Objectives:
-
Develop a
surreal and
immersive
environment
that reflects
the effects of
insomnia.
-
Use
interactive
elements to
represent
sleep
struggles.
-
Craft a
narrative that
explores the
emotional and
psychological
impact of
insomnia.
-
Ensure a
compelling and
informative
experience
that
effectively
conveys the
struggles of
insomnia.
-
HMW Statements:
-
How might we
create
engaging and
realistic
content for
the public so
that it
highlights the
impact of
insomnia on
daily life and
well-being?
-
How might we
design
immersive and
interactive
storytelling
for the public
so that they
can empathize
with the
real-life
challenges of
living with
insomnia?
-
How might we
develop
relatable
experiences
and content
for people
with insomnia
so that they
feel seen,
understood,
and encouraged
to seek
help?
Fig 1.9 Target
Audience/Users
-
Students &
Working
Adults:
High levels of
stress,
inconsistent
routines, and
excessive screen
time often lead
to inadequate
sleep, with 60%
of college
students and 75%
of high school
students
experiencing
sleep
deprivation.
-
Women (Pregnant,
Menopausal, or
Working
Mothers):
Hormonal changes
and stress can
significantly
affect sleep
quality.
-
Individuals with
Medical
Conditions:
Chronic sleep
problems can
arise from
conditions like
diabetes, PTSD,
depression, and
schizophrenia.
-
Elderly with Sleep
Disorders:
Sleep
disruptions are
commonly caused
by health issues
and medications,
with 62% of
adults reporting
poor sleep
quality.
Fig 1.10
Insomnia
Demographic
Statistics in
Malaysia and
Worldwide
Our research
found that
insomnia is
highly
prevalent in
Malaysia, with
33.8% of the
population
experiencing
symptoms and
12.2% having
chronic
insomnia. A
survey by
Sonno reported
that 87.2% of
Malaysians
face sleep
issues.
Globally,
insomnia
affects
10%–30% of the
population,
with some
studies
showing rates
as high as
50%–60%.
Insomnia is
most common
among the
elderly,
smokers, and
those with
medical or
mental health
conditions.
Contextual
Research
Fig 1.11
Overall
Contextual
Research
Conducting
contextual
research was
an essential
step in our
project since
it provided us
with a
foundational
understanding
of insomnia,
our target
audience,
market trends,
and existing
games for
inspiration.
We divided the
research tasks
among
ourselves to
cover all
aspects
effectively.
If you're
interested and
want to view
the research
in more
detail, click HERE
to view the
Miro board.
Below is the
list of things
covered in the
Contextual
Research:
-
5W1H
statistics
-
Insomnia
causes,
effects
and
solutions
-
Why does
insomnia
happen?
-
Market
research
-
What
makes a
good
UI/UX?
-
Competitive
analysis
(websites/applications/games)
-
Case
studies
(existing
game UI
work)
-
Can games
be good
for
sleep?
-
Statistics
&
target
audience
for 2D
platformer
games
Fig
1.12
Case
Studies on
Existing
UI Work
For our
case study
research,
I analyzed
three
puzzle-platformer
games—LIMBO, Little
Nightmares, and Inside—to
understand
how their
atmosphere,
themes,
and
gameplay
mechanics
could
relate to
the
experience
of
insomnia.
-
LIMBO
(2010)
features
a
monochromatic,
silhouette-based
art
style
inspired
by film
noir.
The
game’s
minimal
sound
design
and
"trial
and
death"
mechanics
create
an
eerie,
isolating
experience
where
players
must
navigate
puzzles
through
environmental
interaction.
The lack
of
direct
narration
reinforces
a sense
of
mystery
and
unease.
-
Little
Nightmares
(2017)
combines
fantasy
realism
with
grotesque
character
designs
to evoke
childhood
fears
and
anxieties.
Its dim
lighting,
distorted
proportions,
and
claymation-inspired
visuals
create a
nightmarish
atmosphere.
The
gameplay
focuses
on
stealth
and
survival,
emphasizing
helplessness
as
players
control
a small
protagonist
escaping
monstrous
enemies.
-
Inside
(2016)
employs
a dark,
surreal
aesthetic,
transitioning
from
desolate
landscapes
to
industrial
settings.
With
minimal
color
use and
no
dialogue,
the game
relies
on
environmental
storytelling
and
immersive
sound
design.
Mechanics
such as
controlling
lifeless
bodies
and
eventual
transformation
into a
grotesque
entity
reflect
themes
of
control
and
identity
loss.
These
games
parallel
insomnia
through
atmosphere,
themes,
and
gameplay.
Their
surreal
environments
mimic the
blurred
reality of
sleep
deprivation,
while
their
psychological
tension
mirrors
the fear
and
anxiety
associated
with
insomnia.
Their
storytelling
is
fragmented
and
visual-based,
resembling
the
disoriented
thought
process of
a
sleepless
mind.
Gameplay
elements
like
puzzle-solving
under
pressure
and
constant
movement
reflect
cognitive
struggles
and the
exhaustion
of never
fully
resting.
By
studying
these
aspects,
we
explored
how game
mechanics
can be
used to
simulate
the
experience
of
insomnia
in an
engaging
and
immersive
way.
Fig
1.13 Statistics
&
Target
Audience
for 2D
Platformer
Games
For our
research
on
statistics
and the
target
audience
for 2D
platformer
games, we
analyzed
the
demographics,
preferences,
and
factors
influencing
player
engagement.
The
audience
for 2D
platformers
includes casual
gamers, children, and a
subset of hardcore
players
who
appreciate
the
genre’s
classic
appeal.
Due to
their
accessible
mechanics
and
straightforward
visuals,
2D games
attract a
broad
range of
players
across
different
age groups
and skill
levels.
Market
trends
indicate
that 2D
platformers
remain
popular,
especially
on
platforms
like
Steam,
where
their
presence
has grown
over time.
The 2D
game
market is
segmented
into three
key
audience
categories:
-
Children, who
are
drawn to colourful
visuals
and simple
gameplay
-
Casual
gamers, who
prefer intuitive
mechanics
and short
play
sessions;
-
Hardcore
gamers, who
value challenging
gameplay, precise
controls, and nostalgic
elements.
The
target
audience
directly
influences
development
choices
such as
platform
selection,
visual
style,
gameplay
mechanics,
storytelling,
and
difficulty
progression.
Additionally,
2D games
offer
advantages
over 3D
games,
including
easier
accessibility
for
non-gamers,
better
performance
on a wider
range of
devices,
and
simpler
controls
without
complex
camera
navigation.
User Research
i) Survey &
Interview Questions
While working on
our contextual
research, we also
started developing
questions for our user survey
and interview. To gain deeper
insights into
people's
experiences with
insomnia, we chose
to use two
research methods.
This approach
aimed to
understand their
expectations for a
potential product
and identify
elements that
would contribute
to an engaging
gameplay
experience.
We went through
multiple rounds of
revising our
questions before
launching the
survey and
conducting the
interviews. This
process helped eliminate
redundancy, improve question
clarity, and include follow-up
questions
where more
detailed responses
were needed.
Ensuring the
quality of our
questions was
essential to collecting accurate
and relevant
data
for the next
stages of our
project.
Fig 1.14
User Survey
Questions
Fig 1.15
User Interview
Questions
ii) Survey Distribution
and Interview
Process
The survey was
distributed
through a Google
Forms link shared
on social media,
educational Reddit
forums, and with
students on
Taylor’s
University
campus.
Click HERE
to view the link
to the user survey
questions in
Google
Forms.
Fig 1.16
Survey Questions
in Google Form
Fig 1.17
Survey
Distribution on
Reddit, Social
Media &
Campus
xx Fig 1.18
User Interviews
Discord
Screenshots
xx
We conducted
interviews by
reaching out to
family and friends
who had
experienced
insomnia. Once we
identified
suitable
interviewees, the
interviews were
carried out over a
few days:
-
One of the
interviewees,
Haddad, an
architecture
student
currently
interning,
began
experiencing
insomnia
during his
degree
program. While
he often
stayed awake
to complete
work on class
days, he also
struggled to
sleep even
during off
days or
semester
breaks,
feeling an
unexplained
restlessness.
-
Another
interviewee,
Allysha, a
working adult
and executive
influencer,
developed
insomnia when
she started
her first job.
It severely
impacted her
daily life,
causing
exhaustion,
brain fog, and
difficulty
completing
even simple
tasks. At one
point, her
overall health
began to
deteriorate.
-
Redza, an
accounts
executive, has
been dealing
with sleep
issues and
insomnia since
his final
years of high
school. His
heavy workload
forced him to
sacrifice
sleep, and the
habit
persisted even
when he no
longer had
work to
complete.
Data Analysis
After gathering
the data, we
carefully examined
the responses for
each question and
summarized key
insights.
i) Survey
Analysis
Fig 1.19
Survey Responses
&
Analysis
A total of 85 responses
were collected,
aligning with our
target range of 80
to 100
respondents. This
range was chosen
to ensure a
sufficient sample
size for reliable
results while
minimizing
redundancy.
Saturation was
reached when
additional
responses no
longer introduced
new
insights.
To maintain the
relevance of our
findings,
responses from
individuals who
reported "Never"
experiencing
insomnia were
excluded from the
final analysis, as
their input did
not contribute to
understanding the
condition.
ii) Interview
Analysis
Fig
1.20 Interview
Responses &
Analysis
A total of 14
participants
were
interviewed
through both
online and
in-person
sessions.
After
analyzing the
discussions,
key insights
were
summarized.
-
Interviewees
commonly
described
insomnia
as the
inability
to fall
asleep
despite
exhaustion,
often
triggered
by stress,
overthinking,
or
demanding
workloads.
Many coped
by
scrolling
on their
phones or
watching
shows
until they
eventually
dozed off,
while
others
experimented
with
relaxation
techniques,
stretching,
or
medication—each
with mixed
results.
-
When
asked
about
potential
solutions,
most
interviewees
expressed
a
preference
for
interactive
apps or
games
rather
than
traditional
articles.
However,
they found
that many
existing
apps felt
repetitive.
They
envisioned
a game
that
accurately
represents
the
effects of
insomnia—incorporating
mechanics
such as
time
loops,
hallucinations,
and
sluggish
reactions.
Potential
endings
could
range from
an endless
cycle of
unrest to
complete
mental
deterioration.
Additionally,
incorporating
rewards
for
healthy
sleep
habits was
seen as a
motivating
factor to
encourage
better
sleep
routines.
-
The
most
frustrating
aspects
of
insomnia
included
persistent
fatigue,
decreased
productivity,
and the
exhausting
cycle of
sleeplessness.
While a
healthy
sleep
routine
was
generally
defined
as
maintaining
a
consistent
schedule
with 5–8
hours of
rest,
many
struggled
to
achieve
this.
Fig
1.21
My Interview
Transcripts
For better
readability, I
have condensed
all three
responses into
tables for easy
comparison in
Fig 1.21.
Affinity
Diagram
Fig 1.22
Survey
Affinity
Diagram
As part
of our
analysis,
we created
an
Affinity
Diagram
for both
the survey
and
interview
data. To
construct
the
Affinity
Diagram,
our group
followed
these
steps:
-
Each
member
extracted
key
insights
from
the
survey
and
interview
responses.
-
Similar
points
were
grouped
together
based
on
common
themes.
-
Each
group
was
assigned
a
relevant
theme
to
categorize
the
findings.
-
Patterns
were
analyzed
to
develop
meaningful
user
insights.
Fig 1.23 Interview
Affinity
Diagram
Each team
member
summarized the
key points
from their
respective
interviews. We
then compiled
these insights
and
categorized
similar ideas
into distinct
groups.
Finally, we
assigned
relevant
themes to each
group, making
it easier to
identify
patterns and
key
takeaways.
Final Task 1
(Submission)
Fig 1.24 Presentation
Slides (PDF)
Fig
1.25
Group
Presentation
Video
Fig 1.1 Module Information Booklet
Fig 1.2 UI/UX Design Process
In the first week of
lecture, we formed a
group of four within our
UI/UX specialization and
eventually settled on
the name "Major
Pro(crastinators)" for our group, a
playful twist on "Major
Project."
- Alefiya Hassanally (0361638)
- Iman Mikudim (0338004)
- Joey Lok Wai San (0350857)
-
Reema Hamza
(0362792)
Following a detailed
brief from Dr. Wong and
discussions with our
supervisor, Mr.
Nedumaran, we began
brainstorming concept
ideas that could be
developed into a final
outcome. Our goal was to
identify socially
relevant topics that
could be effectively
communicated through a
digital experience.
i) Initial Topics Explored
- Skincare: Building an effective skincare routine is challenging, especially for beginners, with many struggling to find products that truly work and wishing they had started their routines earlier.
- Addiction and Recovery: Overcoming addiction is a difficult, ongoing process with high relapse rates, influenced by substance use, behavioral addictions, and the societal stigma surrounding recovery.
- Relationship Connections: Forming meaningful connections can be difficult, particularly for older individuals who are at a higher risk of social isolation despite technological advancements aimed at fostering connectivity.
-
Clothes/Wardrobe:
Many people
struggle with
organizing their
wardrobes,
frequently wearing
only a small
portion of their
clothing, leading
to wastefulness
and contributing
to the fashion
industry's
environmental
impact.
The initial plan was to
develop an app or
website, which seemed
like the most
straightforward
approach. However, we
felt that merely
presenting information
wouldn’t create the
impact we wanted. To
enhance our concepts, we
wrote short descriptions
for each idea and
gathered research
statistics to understand
the relevance and appeal
of each topic.
ii) Shifting Focus to Game Development
After presenting our initial ideas to Mr. Nedumaran, we discussed the potential of using a game as our medium of delivery. Games offer immersive storytelling, visual engagement, and interactive elements that can communicate complex themes more effectively than static platforms.
Following further discussions and a group vote, we brainstormed new topics suited for game development:
- The 5 Stages of Grief: Grieving is a deeply personal and unpredictable process that can affect mental, emotional, and physical health, often lasting beyond a year for some individuals.
- Disabilities: People with disabilities face various health inequities, social stigma, and accessibility barriers, which significantly impact their quality of life and opportunities for participation in society.
- Child Rights and Protection: Despite legal protections, millions of children worldwide face neglect, abuse, exploitation, inadequate education, and food poverty, highlighting systemic failures in safeguarding their rights.
- Sleep and Insomnia: Insomnia is a common sleep disorder affecting a significant portion of the adult population, with symptoms ranging from short-term disturbances to chronic conditions that severely impact daily life.
- Fake News: The spread of misinformation through social media and digital platforms continues to erode public trust in credible sources and destabilize social and political environments globally.
iii) Decision-Making Process
Ultimately, we chose to proceed with the topic of “Sleep & Insomnia”. The decision was guided by:
- Relevance: Insomnia is a prevalent issue affecting various demographics.
- Potential for Creative Storytelling: The concept of an insomnia-driven world had strong narrative and gameplay potential.
- Interactive Potential: The opportunity to visualize sleep struggles and communicate them through gameplay mechanics.
Group Details
For our group name and project title, given that our topic focused on "Insomnia," we brainstormed various title ideas related to the theme, such as "The 3AM Visitor", "Dreamless", and "Shadows of the Mind". Ultimately, we decided to name our project: "Eyes Wide Open".
Project Timeline
& Project
Development Plan
To keep ourselves
on track, we put
together a project
timeline along with
a comprehensive
development plan. We
made sure to
distribute the tasks
evenly among
ourselves each week
to manage the
workload
efficiently.
Project Details
& Planning
-
Problem
Statement:
Insomnia and
sleep
deprivation are
common issues
that affect
mental and
physical health,
yet many people
lack awareness
of their impact.
Traditional
methods of
raising
awareness about
sleep disorders
can be
unengaging,
making it
difficult to
convey the
struggles faced
by those
affected. There
is a need for
more immersive
and engaging
ways to help
people
understand the
experience of
insomnia through
storytelling,
visuals, and
interactive
engagement.
-
Project Aim:
To create an
engaging and
educational
experience that
raises awareness
about insomnia
by immersing
players in a
dreamlike,
nightmarish
world that
reflects the
struggles of
sleep
deprivation.
- Project Objectives:
- Develop a surreal and immersive environment that reflects the effects of insomnia.
- Use interactive elements to represent sleep struggles.
- Craft a narrative that explores the emotional and psychological impact of insomnia.
-
Ensure a
compelling and
informative
experience
that
effectively
conveys the
struggles of
insomnia.
- HMW Statements:
- How might we create engaging and realistic content for the public so that it highlights the impact of insomnia on daily life and well-being?
- How might we design immersive and interactive storytelling for the public so that they can empathize with the real-life challenges of living with insomnia?
-
How might we
develop
relatable
experiences
and content
for people
with insomnia
so that they
feel seen,
understood,
and encouraged
to seek
help?
- Students & Working Adults: High levels of stress, inconsistent routines, and excessive screen time often lead to inadequate sleep, with 60% of college students and 75% of high school students experiencing sleep deprivation.
- Women (Pregnant, Menopausal, or Working Mothers): Hormonal changes and stress can significantly affect sleep quality.
- Individuals with Medical Conditions: Chronic sleep problems can arise from conditions like diabetes, PTSD, depression, and schizophrenia.
-
Elderly with Sleep
Disorders:
Sleep
disruptions are
commonly caused
by health issues
and medications,
with 62% of
adults reporting
poor sleep
quality.
Our research
found that
insomnia is
highly
prevalent in
Malaysia, with
33.8% of the
population
experiencing
symptoms and
12.2% having
chronic
insomnia. A
survey by
Sonno reported
that 87.2% of
Malaysians
face sleep
issues.
Globally,
insomnia
affects
10%–30% of the
population,
with some
studies
showing rates
as high as
50%–60%.
Insomnia is
most common
among the
elderly,
smokers, and
those with
medical or
mental health
conditions.
Contextual Research
Conducting contextual research was an essential step in our project since it provided us with a foundational understanding of insomnia, our target audience, market trends, and existing games for inspiration. We divided the research tasks among ourselves to cover all aspects effectively.
If you're interested and want to view the research in more detail, click HERE to view the Miro board. Below is the list of things covered in the Contextual Research:
- 5W1H statistics
- Insomnia causes, effects and solutions
- Why does insomnia happen?
- Market research
- What makes a good UI/UX?
- Competitive analysis (websites/applications/games)
- Case studies (existing game UI work)
- Can games be good for sleep?
- Statistics & target audience for 2D platformer games
For our case study research, I analyzed three puzzle-platformer games—LIMBO, Little Nightmares, and Inside—to understand how their atmosphere, themes, and gameplay mechanics could relate to the experience of insomnia.
-
LIMBO
(2010)
features
a
monochromatic,
silhouette-based
art
style
inspired
by film
noir.
The
game’s
minimal
sound
design
and
"trial
and
death"
mechanics
create
an
eerie,
isolating
experience
where
players
must
navigate
puzzles
through
environmental
interaction.
The lack
of
direct
narration
reinforces
a sense
of
mystery
and
unease.
-
Little
Nightmares
(2017)
combines
fantasy
realism
with
grotesque
character
designs
to evoke
childhood
fears
and
anxieties.
Its dim
lighting,
distorted
proportions,
and
claymation-inspired
visuals
create a
nightmarish
atmosphere.
The
gameplay
focuses
on
stealth
and
survival,
emphasizing
helplessness
as
players
control
a small
protagonist
escaping
monstrous
enemies.
- Inside (2016) employs a dark, surreal aesthetic, transitioning from desolate landscapes to industrial settings. With minimal color use and no dialogue, the game relies on environmental storytelling and immersive sound design. Mechanics such as controlling lifeless bodies and eventual transformation into a grotesque entity reflect themes of control and identity loss.
These
games
parallel
insomnia
through
atmosphere,
themes,
and
gameplay.
Their
surreal
environments
mimic the
blurred
reality of
sleep
deprivation,
while
their
psychological
tension
mirrors
the fear
and
anxiety
associated
with
insomnia.
Their
storytelling
is
fragmented
and
visual-based,
resembling
the
disoriented
thought
process of
a
sleepless
mind.
Gameplay
elements
like
puzzle-solving
under
pressure
and
constant
movement
reflect
cognitive
struggles
and the
exhaustion
of never
fully
resting.
By
studying
these
aspects,
we
explored
how game
mechanics
can be
used to
simulate
the
experience
of
insomnia
in an
engaging
and
immersive
way.
For our research on statistics and the target audience for 2D platformer games, we analyzed the demographics, preferences, and factors influencing player engagement. The audience for 2D platformers includes casual gamers, children, and a subset of hardcore players who appreciate the genre’s classic appeal. Due to their accessible mechanics and straightforward visuals, 2D games attract a broad range of players across different age groups and skill levels.
Market trends indicate that 2D platformers remain popular, especially on platforms like Steam, where their presence has grown over time. The 2D game market is segmented into three key audience categories:
- Children, who are drawn to colourful visuals and simple gameplay
- Casual gamers, who prefer intuitive mechanics and short play sessions;
- Hardcore gamers, who value challenging gameplay, precise controls, and nostalgic elements.
The target audience directly influences development choices such as platform selection, visual style, gameplay mechanics, storytelling, and difficulty progression. Additionally, 2D games offer advantages over 3D games, including easier accessibility for non-gamers, better performance on a wider range of devices, and simpler controls without complex camera navigation.
i) Survey & Interview Questions
While working on our contextual research, we also started developing questions for our user survey and interview. To gain deeper insights into people's experiences with insomnia, we chose to use two research methods. This approach aimed to understand their expectations for a potential product and identify elements that would contribute to an engaging gameplay experience.
We went through
multiple rounds of
revising our
questions before
launching the
survey and
conducting the
interviews. This
process helped eliminate
redundancy, improve question
clarity, and include follow-up
questions
where more
detailed responses
were needed.
Ensuring the
quality of our
questions was
essential to collecting accurate
and relevant
data
for the next
stages of our
project.
Fig 1.14
User Survey
Questions
Fig 1.15
User Interview
Questions
ii) Survey Distribution and Interview Process
The survey was distributed through a Google Forms link shared on social media, educational Reddit forums, and with students on Taylor’s University campus.
Click HERE to view the link to the user survey questions in Google Forms.
xx Fig 1.18 User Interviews Discord Screenshots xx
We conducted interviews by reaching out to family and friends who had experienced insomnia. Once we identified suitable interviewees, the interviews were carried out over a few days:
- One of the interviewees, Haddad, an architecture student currently interning, began experiencing insomnia during his degree program. While he often stayed awake to complete work on class days, he also struggled to sleep even during off days or semester breaks, feeling an unexplained restlessness.
- Another interviewee, Allysha, a working adult and executive influencer, developed insomnia when she started her first job. It severely impacted her daily life, causing exhaustion, brain fog, and difficulty completing even simple tasks. At one point, her overall health began to deteriorate.
- Redza, an accounts executive, has been dealing with sleep issues and insomnia since his final years of high school. His heavy workload forced him to sacrifice sleep, and the habit persisted even when he no longer had work to complete.
Data Analysis
After gathering
the data, we
carefully examined
the responses for
each question and
summarized key
insights.
i) Survey
Analysis
A total of 85 responses were collected, aligning with our target range of 80 to 100 respondents. This range was chosen to ensure a sufficient sample size for reliable results while minimizing redundancy. Saturation was reached when additional responses no longer introduced new insights.
To maintain the
relevance of our
findings,
responses from
individuals who
reported "Never"
experiencing
insomnia were
excluded from the
final analysis, as
their input did
not contribute to
understanding the
condition.
ii) Interview
Analysis
A total of 14 participants were interviewed through both online and in-person sessions. After analyzing the discussions, key insights were summarized.
-
Interviewees
commonly
described
insomnia
as the
inability
to fall
asleep
despite
exhaustion,
often
triggered
by stress,
overthinking,
or
demanding
workloads.
Many coped
by
scrolling
on their
phones or
watching
shows
until they
eventually
dozed off,
while
others
experimented
with
relaxation
techniques,
stretching,
or
medication—each
with mixed
results.
-
When
asked
about
potential
solutions,
most
interviewees
expressed
a
preference
for
interactive
apps or
games
rather
than
traditional
articles.
However,
they found
that many
existing
apps felt
repetitive.
They
envisioned
a game
that
accurately
represents
the
effects of
insomnia—incorporating
mechanics
such as
time
loops,
hallucinations,
and
sluggish
reactions.
Potential
endings
could
range from
an endless
cycle of
unrest to
complete
mental
deterioration.
Additionally,
incorporating
rewards
for
healthy
sleep
habits was
seen as a
motivating
factor to
encourage
better
sleep
routines.
-
The
most
frustrating
aspects
of
insomnia
included
persistent
fatigue,
decreased
productivity,
and the
exhausting
cycle of
sleeplessness.
While a
healthy
sleep
routine
was
generally
defined
as
maintaining
a
consistent
schedule
with 5–8
hours of
rest,
many
struggled
to
achieve
this.
Fig
1.21
My Interview
Transcripts
For better readability, I have condensed all three responses into tables for easy comparison in Fig 1.21.
Affinity
Diagram
As part of our analysis, we created an Affinity Diagram for both the survey and interview data. To construct the Affinity Diagram, our group followed these steps:
- Each member extracted key insights from the survey and interview responses.
- Similar points were grouped together based on common themes.
- Each group was assigned a relevant theme to categorize the findings.
-
Patterns
were
analyzed
to
develop
meaningful
user
insights.
Each team member summarized the key points from their respective interviews. We then compiled these insights and categorized similar ideas into distinct groups. Finally, we assigned relevant themes to each group, making it easier to identify patterns and key takeaways.
Final Task 1 (Submission)
Fig 1.24 Presentation
Slides (PDF)
Fig
1.25
Group
Presentation
Video
Task 2: Design Proposition
Fig 2.1
Expected Deliverables
and Timeline for Task
2
User Insights
After gathering and
analyzing all the data,
we proceeded to extract
user insights from our
interviews.
i) Affinity Diagram
Fig 2.2
Individual Interview
Affinity Diagram
At this stage, we
realized that the
Affinity Diagram in Task
1 was meant to be done
individually, while Task
2 required a
collaborative approach.
Since we had already
synthesized user
research from all group
members’ interviews in
the previous task, our
supervisor advised us to focus on individual user
research synthesis
for Task 2. Following
this guidance, we each
created individual
Affinity Diagrams.
Fig 2.3 Final Interview
Affinity Diagram
After completing our
individual Affinity
Diagrams, we revisited
our group Affinity
Diagram (Fig 1.23) to
refine and enhance its
structure. This updated
version is more
detailed, incorporating
subcategories within
each main category to better highlight recurring
themes. The improved diagram
provides a clearer summary of our
findings, making it a valuable
reference for future
research.
ii) Empathy Map
Fig 2.4
Empathy Map
As a group, we created
an empathy map based on
the key insights
gathered from our
interviews, even though
it was not a mandatory
task. This visual tool
helps organize user
perspectives
by outlining their thoughts, emotions, behaviours, and needs
in a structured manner,
allowing for a deeper
understanding of their
experiences.
iii) User Insights
Summary
Fig 2.5
Analysis
Summary
Finally, we condensed
our data analysis and
user insights into
concise bullet points
and sticky notes. This
streamlined approach
allows us to efficiently
reference key ideas as
we progress with our
game development.
User Personas
For our user personas,
we structured them based
on the demographics of
individuals we
interviewed who
experience insomnia.
This approach allowed us
to develop a more
accurate and data-driven
foundation for our
project. To ensure accuracy, we
determined the age range
and gender of each
persona based on our
interview findings.
Their descriptions, goals, needs, pain points, and interests
were defined according
to the insights gathered
from our collected
data.
The FOUR(4)
personas we created
included:
-
Student
-
Working Adult
-
Fresh
Graduate
-
Individuals with
Mental Health
Disorders
Fig 2.6 User Persona 1 -
University Student
Fig 2.7
User Persona 2 - Working
Adult
User Journey Map (Based
on User Personas)
Mapping out the user
journey proved to be one
of the challenging
aspects of our process.
Since we were designing
a game, we struggled to
determine how to
structure the journey
map without all the
features
finalized.
After discussing our
concerns with our
supervisor and Mr.
Razif, we decided to
take a two-part
approach:
-
First, we mapped
out the user journey
based on each persona’s
experience with
insomnia.
-
Then, we created a
separate journey map outlining the
stages of the
game, referencing
existing games and
applications related
to our topic.
Below are the FOUR(4)
user journey maps
developed based on our
user personas:
Fig 2.10 User Journey Map
1 - University
Student
Fig 2.11 User Journey
Map 2 - Working
Adult
Fig 2.12
User Journey Map 3 -
Fresh Graduate
Fig 2.13
User Journey
Map 4 - Mental
Health
Disorders
User
Journey Map
(Based on
Existing
Games)
This
user
journey
map is
structured
based on
insights
from our
competitive
analysis, primarily
drawing comparisons
to Little
Nightmares. It outlines
the
stages
players
typically
experience
in a 2D
platformer
game. As
development
progresses,
the user
journey
map will
be
refined
to align
with the
final
game
design.
Fig 2.15
User Persona &
User Journey Map
Compilation
Final Task 2
(Submission)
-
Click HERE
for the link to the
Google Drive.
-
Click HERE
for the link to the
Canva Presentation
Slides.
Fig 2.16
Presentation Slides
(PDF)
User Insights
After gathering and
analyzing all the data,
we proceeded to extract
user insights from our
interviews.
i) Affinity Diagram
At this stage, we
realized that the
Affinity Diagram in Task
1 was meant to be done
individually, while Task
2 required a
collaborative approach.
Since we had already
synthesized user
research from all group
members’ interviews in
the previous task, our
supervisor advised us to focus on individual user
research synthesis
for Task 2. Following
this guidance, we each
created individual
Affinity Diagrams.
After completing our individual Affinity Diagrams, we revisited our group Affinity Diagram (Fig 1.23) to refine and enhance its structure. This updated version is more detailed, incorporating subcategories within each main category to better highlight recurring themes. The improved diagram provides a clearer summary of our findings, making it a valuable reference for future research.
ii) Empathy Map
iii) User Insights
Summary
Finally, we condensed our data analysis and user insights into concise bullet points and sticky notes. This streamlined approach allows us to efficiently reference key ideas as we progress with our game development.
User Personas
For our user personas, we structured them based on the demographics of individuals we interviewed who experience insomnia. This approach allowed us to develop a more accurate and data-driven foundation for our project. To ensure accuracy, we determined the age range and gender of each persona based on our interview findings. Their descriptions, goals, needs, pain points, and interests were defined according to the insights gathered from our collected data.
The FOUR(4) personas we created included:
- Student
- Working Adult
- Fresh Graduate
- Individuals with Mental Health Disorders
User Journey Map (Based on User Personas)
Mapping out the user journey proved to be one of the challenging aspects of our process. Since we were designing a game, we struggled to determine how to structure the journey map without all the features finalized.
After discussing our concerns with our supervisor and Mr. Razif, we decided to take a two-part approach:
- First, we mapped out the user journey based on each persona’s experience with insomnia.
-
Then, we created a
separate journey map outlining the
stages of the
game, referencing
existing games and
applications related
to our topic.
Below are the FOUR(4)
user journey maps
developed based on our
user personas:
This
user
journey
map is
structured
based on
insights
from our
competitive
analysis, primarily
drawing comparisons
to Little
Nightmares. It outlines
the
stages
players
typically
experience
in a 2D
platformer
game. As
development
progresses,
the user
journey
map will
be
refined
to align
with the
final
game
design.
Final Task 2 (Submission)
-
Click HERE
for the link to the
Google Drive.
-
Click HERE
for the link to the
Canva Presentation
Slides.
Task 3: Concept Presentation
Fig 3.1
Expected Deliverables and Timeline
for Task 3
Task 3 focuses on the
Ideation stage of the design
process. Given that our
project involved game
development, we also worked on
a Game Development Document. Although a complete version
was not required within the
given timeframe, we decided to
create a comprehensive
one.
Information Architecture
For the information
architecture, we applied our
knowledge from Application
Design I by implementing a
card sorting method. This
allowed users to categorize
features and determine their
optimal placement. Using the
insights gathered from this
process, we structured the
user workflow and created a
comprehensive game site
map.
i) Card Sorting
Fig 3.2
Card Sorting
We identified key categories
and features
commonly found in games and
outlined the essential
elements for each page
accordingly.
Mr. Razif provided additional
feedback, highlighting a key
distinction between
websites/apps and games. While
websites and apps typically
use content to represent
screens or pages, games
consist of two main elements: screens
and gameplay.
As a result, the card sorting
process needed to be separated
accordingly:
Fig 3.3 Revised Card Sorting -
Screens (UI & Menu)
Fig 3.4 Revised Card Sorting -
Gameplay
ii) Card Sorting
Distribution & Analysis
One of the challenges we
faced during the card sorting
process was the platform
limitations, as most only
allowed up to 20 cards, while
our sorting for screens
required over 30. To work
around this, we utilized the
free trials of two
platforms—UserBit
and UXTweak.
Note: A compiled overview of
the findings is available on
the MIRO board.
iii) Screens (UI & Menus) -
UserBit
Fig 3.5 Card Sorting Analysis -
Screens (UI & Menu)
iv) Gameplay - UXTweak
Fig 3.6 Card Sorting Analysis
- Gameplay
User Flow
i) User Workflow Diagram
The workflow outlines
how:
-
Players navigate through
the game's screens
-
Features available on
each screen
-
Outcomes of user
interactions
Fig 3.7
User Workflow Diagram
(Complex)
Mr. Nedumaran provided
feedback on the workflow,
suggesting revisions to
improve clarity and
connectivity. He recommended
linking certain sections and
minimizing redundant "Game
Failed" screens, only using
multiple instances when
elements are too distant to
connect directly.
Fig 3.8 User Workflow Diagram
(Simplified)
ii) Game Site Map
Fig 3.9
Game Site Map
The game site map was
designed to provide an overview of the screens and
their features, structured based on insights from card sorting
and the user workflow diagram.
Design Inspiration
From the start, we shared a
vision of an eerie, dreamlike atmosphere, and our initial
explorations reflected a
strong, cohesive visual
direction. To refine our approach, we
analyzed existing games for
design inspiration, drawing
from both our case studies and
additional research. We then
curated two separate mood
boards—one for the Game UI
and another for the Game Environment—to guide our design
process.
Fig 3.10
Initial Visual Design
Exploration
Fig 3.11 Visual References
from Existing Games
For our visual
references, we analyzed
games like Inside, Little
Nightmares, Limbo, Gris,
Hollow Knight, Night in
the Woods, Ori and the
Will of the Wisps, Have a
Nice Death, Greak:
Memories of Azur, and
Ender Lilies. These games
stood out for their unique art styles, atmospheric
storytelling, and detailed environments.
Many of them use limited colour
palettes, striking lighting, and smooth animations
to create immersive and
emotionally engaging
worlds.
Design Guideline
Fig 3.14
Typography & Colour
Palette Options
For the typography
selection, I went all
out—scrolling through
Figma’s entire font library
to ensure I explored every
possible option that could
best capture the eerie tone
of our game. Meanwhile,
Alefiya curated potential
colour palettes, drawing
inspiration from existing
games and artworks with
themes of insomnia, night,
and horror.
Fig 3.15 Final
Typography
After discussing and
voting, we decided to
settle on Bigelow Rules
as the primary font and
IM Fell DW Pica as the
secondary font for the
following reasons:
Primary Font (Bigelow
Rules):
-
This font is
selected for its
unsettling,
distorted
appearance, which
perfectly captures
the theme of
insomnia and
psychological
distress.
-
The exaggerated
serifs and irregular
letterforms convey a
sense of chaos and
instability,
aligning with the
protagonist’s mental
state.
-
The slightly
whimsical yet eerie
aesthetic also hints
at the dream-like
yet disturbing
nature of Nox’s
experience,
enhancing the
overall mood of the
game.
Secondary Font (IM Fell DW
Pica):
-
This serif font
brings a classic,
literary feel,
resembling old
manuscripts or
diary entries,
which ties into
the narrative
focus on Nox’s
memories and
personal
struggles.
-
Its readability
ensures that
dialogue and text
are easily
legible.
Fig 3.16
Final Colour Palette
For the colour palette,
we chose a blend of
teal, indigo, and
yellow-orange to capture
both a dark,
gloomy atmosphere
and lighter shades to
represent happier moments and
flashbacks. We chose these
colours for the
following reasons:
Primary Colour (Teal):
-
The colour teal has
a peaceful and
relaxing effect
because it is linked
to the sky and the
ocean, where there
are serene skies and
calm waters.
-
However, teal trait
can be both negative
and positive, but it
needs to be
balanced. When
balanced, you will
feel calm and
centered, but if
unbalanced, you will
feel uneasy that
something is not
quite right,
anxious, and
restless.
-
This symbolizes the
restlessness when
experiencing
insomnia.
Secondary Colour (Indigo):
-
Indigo is a deep
colour that sits
between blue and
violet on the
spectrum,
reminiscent of the
night sky.
-
The dark and rich
nature of indigo
evokes feelings of
mystery, while its
calming appearance
can elicit feelings
of serenity and
peace.
-
This matches the
concept of our game
that has a sense of
mystery in it, as
well as connecting
back to the night
sky.
Accent Colour
(Yellow-Orange):
-
Yellow-orange is a
good accent colour
to the colder
primary and
secondary colours
chosen as it
provides
contrast.
-
Yellow is the
opposite of purple
(and blue) in the
colour wheel.
-
It evokes a warm
feeling, making it
stand out against
cooler or darker
backgrounds.
Low-fidelity Prototype
Fig 3.17
All Low-fidelity
Prototypes
We then developed our initial
low-fidelity prototype, with
each of us designing the
screens needed for the game.
This was done in Figma, using
greyscale and the fonts we had
selected from our design
guidelines.
Fig 3.18
Individual Low-fidelity
Prototype
By this stage, I felt I could
have improved the wireframes
with more time, but I was
already feeling quite
exhausted from juggling other
assignments across my modules.
I just did rough placements of
elements, text, etc., to get a
basic layout for each
screen.
Fig 3.19
Game Art Sketches &
Inspiration
Along with the
low-fidelity prototype, we
also created a few game
art sketches in the final
stages. These sketches
feature character designs, enemy concepts, collectible items, and environmental
references, all aiming to capture
the visual direction we
want for the game.
Final Presentation
During Week 7, we had our
final group presentation
on campus, with each team
allotted a 20-minute time
slot—12 minutes for the
presentation
and 8 minutes for the Q&A
session. We consolidated all our
work from Task 1 to Task
3 into a new slide deck
for the presentation and
also presented our
initial Games Design
Document.
Fig 3.20
Summarized Presentation
Slides
Fig 3.21 Original Game
Design Document
Refinements (Post
Presentation)
After our presentation, we
received valuable feedback.
One key concern was that the
objectives of the game didn’t
seem to address insomnia
effectively. While some games
help players relax and fall
asleep, others tend to keep
them more awake. Based on
this, we were advised to
rework the objectives of our
game.
Fig 3.22 Finalized Game Design
Document
In response, we revisited
our Game Design Document
and made adjustments. We
refined elements like the storyline, game objectives, and mechanics
to better reflect the
struggles of insomnia and
how it affects people.
Initially, our focus
leaned heavily on trauma
and mental health, but the
changes we made offer a
more thoughtful approach
to helping players
empathize with the
challenges of
insomnia.
Final Task 3 (Submission)
Click HERE
for the link to the Google
Drive.
Click HERE
for the link to the Canva
Presentation Slides.
Fig 3.23 Final Presentation
Slides
Task 3 focuses on the Ideation stage of the design process. Given that our project involved game development, we also worked on a Game Development Document. Although a complete version was not required within the given timeframe, we decided to create a comprehensive one.
Information Architecture
For the information
architecture, we applied our
knowledge from Application
Design I by implementing a
card sorting method. This
allowed users to categorize
features and determine their
optimal placement. Using the
insights gathered from this
process, we structured the
user workflow and created a
comprehensive game site
map.
i) Card Sorting
We identified key categories and features commonly found in games and outlined the essential elements for each page accordingly.
Mr. Razif provided additional feedback, highlighting a key distinction between websites/apps and games. While websites and apps typically use content to represent screens or pages, games consist of two main elements: screens and gameplay.
As a result, the card sorting
process needed to be separated
accordingly:
ii) Card Sorting Distribution & Analysis
One of the challenges we faced during the card sorting process was the platform limitations, as most only allowed up to 20 cards, while our sorting for screens required over 30. To work around this, we utilized the free trials of two platforms—UserBit and UXTweak.
Note: A compiled overview of
the findings is available on
the MIRO board.
iii) Screens (UI & Menus) -
UserBit
iv) Gameplay - UXTweak
User Flow
i) User Workflow Diagram
The workflow outlines how:
- Players navigate through the game's screens
- Features available on each screen
-
Outcomes of user
interactions
Mr. Nedumaran provided
feedback on the workflow,
suggesting revisions to
improve clarity and
connectivity. He recommended
linking certain sections and
minimizing redundant "Game
Failed" screens, only using
multiple instances when
elements are too distant to
connect directly.
ii) Game Site Map
The game site map was designed to provide an overview of the screens and their features, structured based on insights from card sorting and the user workflow diagram.
Design Inspiration
From the start, we shared a
vision of an eerie, dreamlike atmosphere, and our initial
explorations reflected a
strong, cohesive visual
direction. To refine our approach, we
analyzed existing games for
design inspiration, drawing
from both our case studies and
additional research. We then
curated two separate mood
boards—one for the Game UI
and another for the Game Environment—to guide our design
process.
For our visual references, we analyzed games like Inside, Little Nightmares, Limbo, Gris, Hollow Knight, Night in the Woods, Ori and the Will of the Wisps, Have a Nice Death, Greak: Memories of Azur, and Ender Lilies. These games stood out for their unique art styles, atmospheric storytelling, and detailed environments.
Many of them use limited colour
palettes, striking lighting, and smooth animations
to create immersive and
emotionally engaging
worlds.
Design Guideline
For the typography
selection, I went all
out—scrolling through
Figma’s entire font library
to ensure I explored every
possible option that could
best capture the eerie tone
of our game. Meanwhile,
Alefiya curated potential
colour palettes, drawing
inspiration from existing
games and artworks with
themes of insomnia, night,
and horror.
After discussing and voting, we decided to settle on Bigelow Rules as the primary font and IM Fell DW Pica as the secondary font for the following reasons:
Primary Font (Bigelow Rules):
- This font is selected for its unsettling, distorted appearance, which perfectly captures the theme of insomnia and psychological distress.
- The exaggerated serifs and irregular letterforms convey a sense of chaos and instability, aligning with the protagonist’s mental state.
-
The slightly
whimsical yet eerie
aesthetic also hints
at the dream-like
yet disturbing
nature of Nox’s
experience,
enhancing the
overall mood of the
game.
- This serif font brings a classic, literary feel, resembling old manuscripts or diary entries, which ties into the narrative focus on Nox’s memories and personal struggles.
-
Its readability
ensures that
dialogue and text
are easily
legible.
For the colour palette, we chose a blend of teal, indigo, and yellow-orange to capture both a dark, gloomy atmosphere and lighter shades to represent happier moments and flashbacks. We chose these colours for the following reasons:
Primary Colour (Teal):
- The colour teal has a peaceful and relaxing effect because it is linked to the sky and the ocean, where there are serene skies and calm waters.
- However, teal trait can be both negative and positive, but it needs to be balanced. When balanced, you will feel calm and centered, but if unbalanced, you will feel uneasy that something is not quite right, anxious, and restless.
- This symbolizes the restlessness when experiencing insomnia.
Secondary Colour (Indigo):
- Indigo is a deep colour that sits between blue and violet on the spectrum, reminiscent of the night sky.
- The dark and rich nature of indigo evokes feelings of mystery, while its calming appearance can elicit feelings of serenity and peace.
- This matches the concept of our game that has a sense of mystery in it, as well as connecting back to the night sky.
Accent Colour (Yellow-Orange):
- Yellow-orange is a good accent colour to the colder primary and secondary colours chosen as it provides contrast.
- Yellow is the opposite of purple (and blue) in the colour wheel.
- It evokes a warm feeling, making it stand out against cooler or darker backgrounds.
Low-fidelity Prototype
We then developed our initial
low-fidelity prototype, with
each of us designing the
screens needed for the game.
This was done in Figma, using
greyscale and the fonts we had
selected from our design
guidelines.
By this stage, I felt I could
have improved the wireframes
with more time, but I was
already feeling quite
exhausted from juggling other
assignments across my modules.
I just did rough placements of
elements, text, etc., to get a
basic layout for each
screen.
Along with the low-fidelity prototype, we also created a few game art sketches in the final stages. These sketches feature character designs, enemy concepts, collectible items, and environmental references, all aiming to capture the visual direction we want for the game.
Final Presentation
During Week 7, we had our
final group presentation
on campus, with each team
allotted a 20-minute time
slot—12 minutes for the
presentation
and 8 minutes for the Q&A
session. We consolidated all our
work from Task 1 to Task
3 into a new slide deck
for the presentation and
also presented our
initial Games Design
Document.
Fig 3.20
Summarized Presentation
Slides
Fig 3.21 Original Game
Design Document
Refinements (Post Presentation)
After our presentation, we
received valuable feedback.
One key concern was that the
objectives of the game didn’t
seem to address insomnia
effectively. While some games
help players relax and fall
asleep, others tend to keep
them more awake. Based on
this, we were advised to
rework the objectives of our
game.
Fig 3.22 Finalized Game Design
Document
Final Task 3 (Submission)
Click HERE for the link to the Canva Presentation Slides.
Fig 3.23 Final Presentation
Slides
Final Submission & Important Links
Fig 4.1
MIRO Board
Google Drive:
Google Document
Feedback:
MIRO Board:
Figma Board (UI
Toolkit &
Wireframes):
Final Presentation
Slides:
Summarised
Presentation
Slides:
[Updated] Game Design
Document:
[Original] Game
Design
Document:
Flowchart & Site
Map:
Interview and
Survey:
User Personas &
Journey Maps:
Content Review by
Experts:
FEEDBACK
Fig 5.1
Consultation & Meeting
Log