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

    |  Instructions

    |  Feedback

    |  Reflections


    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:

    1. Each member extracted key insights from the survey and interview responses.
    2. Similar points were grouped together based on common themes.
    3. Each group was assigned a relevant theme to categorize the findings.
    4. 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)

    1. Click HERE for the link to the Google Drive.
    2. Click HERE for the link to the Canva Presentation Slides.
    3. Click HERE for the link to the Group Presentation Video.


    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

    Fig 2.8 User Persona 3 - Fresh Graduate

    Fig 2.9 User Persona 4 - 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:

    1. First, we mapped out the user journey based on each persona’s experience with insomnia.
    2. 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 2.14 User Journey Map Based on Existing Games


    Click HERE for the link to the User Persona & User Journey Map on Canva.
    Fig 2.15 User Persona & User Journey Map Compilation


    Final Task 2 (Submission)

    1. Click HERE for the link to the Google Drive.
    2. Click HERE for the link to the Canva Presentation Slides.

    Fig 2.16 Presentation Slides (PDF)




    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:

    1. Players navigate through the game's screens
    2. Features available on each screen
    3. 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.

    Fig 3.12 Game UI Design

    Fig 3.13 Game Environment


    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 sessionWe 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




      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


      REFLECTIONS

      Experience

      At the start of the semester, I was both excited and anxious about diving into my Major Project. I had a strong vision of what I wanted to do, but as the project evolved, I realized just how much more there was to consider. The process of developing a game focused on insomnia has been both challenging and rewarding. The initial phase, from research to brainstorming, was a lot of trial and error. There were moments when we thought we had a great idea, only to realize later that it wasn’t quite what we envisioned. This back-and-forth led to a lot of valuable insights and refinements. As we started putting everything together, I did find myself struggling with time constraints. Balancing this project with other assignments made it difficult to dedicate as much time as I would’ve liked, but despite that, the sense of progress kept me motivated.

      Observations

      Throughout the process, I learned a great deal about insomnia, both as a condition and as a theme for our game. What stood out to me the most was how much the topic connected with me personally, which made the research feel even more significant. The feedback we received during the project helped guide us, especially when we were uncertain about certain elements. The team’s efforts to incorporate these suggestions were crucial in shaping our game’s direction.

      Findings

      I’ve found that working through the back-and-forth stages of brainstorming was essential in refining our ideas. It helped us realize that the process of trial and error is valuable for creating something meaningful. Additionally, managing time effectively and balancing different responsibilities continues to be a challenge, but it taught me the importance of adaptability and perseverance. I’m proud of what we’ve accomplished so far, and I’m excited to see how the project continues to evolve in the next phase.

      Popular posts from this blog

      UX Design | Final Compilation & Reflection