Design Sprint
Mobile Game App
Design, test and iteration
Design, test and iteration
Full cycle design sprint delivered in December 2021. This design methodology is known for its problem solving, result-oriented virtues to fast-track produce user-centred solutions to address specific real-world problems.
10 work days from 22nd November 2021 - including user research and design iteration and product pitch on the second week.
My client is a public utility company who strives to provide undisrupted natural gas supply for the French territory through solution engineering and the construction and maintenance of infrastructures.
Who was in the team and what was your role?
Mallory : UX design
(UI, User test script, co-conducted heuristic testing.)
Adeline : Project innovation
Fanny : Project innovation & UX
Marwa : UI UX design
Stéphane : Sprint master
Yann : Developer & UX design
GRDF is entrusted with the reliable, sustainable natural gas supply to every household and office within the French territory.
The agency has extended its innovation arm to cover its onboarding process in which newcomers will be trained to perform technical procedure.
Uncertainty and stress impairs cognitive ease which in turn put mental systems of memory search, concentration, decision making, hand-eye and hand-ear coordinations, collaboration, interpersonal as well as communication skills to the test.
Create a multiplayer mobile game app that is designed to augment trainees' soft skills and technical knowledge. The game will provide an immersive environment in which trainees are asked to complete a series of specified tasks in close collaboration with their peers.
A simple put is that a full cycle design sprint is found on the 5-step design thinking process, which being empathise, define, ideate, prototype and test. It has similarities to Lean UX and Double Diamond UX progresses.
Lean UX focuses on minimising time and resources (or "break the silos" in business jargon) and test a Minimum Workable Product (MVP) as early as possible during their 3-step design process: Think, make and check.
Double Diamond breaks design process into 2 phases or 2 diamonds. First phase emphases on discovering and defining the problem and the second phase, develop solutions for the problem and deliver the product. As Figure 1 below illustrates, the first diamond represents the research phase that will start with the divergence of ideas, it is when designers work independently in silence and ends with the convergence of ideas where designers come together to share, deliberate and vote for the most suitable design. The second diamond sees designers develop and deliver product with the same method, over which designers will elaborate detailed design (diverge) before a delivery (converge). The Double Diamond has 4 principles inform its process: 1) Focus on the user's problem, 2) communicate visually and inclusively, 3) collaborate and co-create and 4) iterate on the outcome.
It's noteworthy that all these UX design processes are iterative and non linear - the magic is in the revision!
Figure 1. Double Diamond Design Framework
This is the overview of the output at the end of the fifth day. Let's take a look into what has been done in this busy week.
Stakeholder and User Interviews
These sessions are particularly useful to understand the kind of problems the client faces. Expert interview creates a safe place for designers to ask questions that return extensive insights to paint the picture of client needs and pain points. It is also a great occasion for product roles to understand where the project stands and what kind of business support it has.
Day 1 : Understanding needs and define the problem
NOTE-N-MAP
After one hour of introductory meeting with the team, the design sprint kicks start with stakeholder interviews. There are rounds of interviews, in that we tried very hard to understand the context and why the firm seeks to build a native game app, a considerable effort to meet internal clients needs, GRDF has some 11,900+ employees as of 2020, which is a large corporation. So we put on our researcher/entrepreneurs' hats to ask big questions, like:
What is the vision for this game?
Who will play this game? Who will use this game?
What kind of jobs do this people have? Where do they work? What is the context of their work?
How will this game make them a better employees?
What is missing in your existing onboarding/instructional systems?
What do they need to learn?
Is there another game you are building today?
What is a stressful situation? Any examples? + very important but we fail to ask; otherwise we could have incorporated a narrative for each game.
Why do you want to develop this game? + miss to ask this fundamental question
How do you measure success of this game? + miss to ask too
To our answers, our stakeholders has responded with pre-selected personae, which is helpful to understand who are the end-users and what their problems are. It seems that we are on track to move on to define the main question of the quest.
After a morning of discussion with stakeholders, and after writing up many questions, we finally agree to focus on one.
👉 How can gamification measure and improve learning outcome on in-demand skills and increase team collaboration in a demanding situation?"
Now we have a real problem to solve and key statement to develop.
Keywords and subjects of interest
Future of the app : Multiplayers, Scalable.
Expectation on principle learning outcome:
Hard-skill: Technical terminology
Soft skill: Collaboration, stress management, interpersonal skill, active listening, verbal communication, communication with accuracy and clarity.
Entreprise goal: Collective and individual well-being, leadership, resilience.
HMW is widely used in well-established organisations such as design agencies, multinational corporations, government agencies and universities.
How MIGHT we?
HMW invites participants to unearth ideas that challenge the status quo. To reveal hidden ideas that hover in our subconscious minds, the participants are sometimes asked to deliberately ignore constrains that often given raise by economic, technical or other factors.
How MIGHT NOT we?
How might not we, on another hand, explores the new frontier that will lead to omit an existing design or practices purposefully. In an effort to negate an ingrained business practice, a formulation used by convention or a deep-seated theory by teaching. In successful cases, designers will identify obstinate practices that get in the way of decision making or business growth. Eliminate this obstacle means a big stride towards success, either in increasing revenue or decreasing cost. In some very fortunate cases, it can cumulate to a happier society.
Method : HMW "How MIGHT we"
We all have coffee and are set to rake our brains. Once we identify the areas that are to be developed into a HMW statement (Step 1), we expand each area with the help of the e-learning instructional design system model, the "Dick Carey Principle" (Step 2). We used the ARCS Model of Motivational Design developed by John Keller (Step 3) as reference to understand what motivate online learning. And that is how our HMV statement itemised in to Action, Who and What.
Step 1: Identify scope
Step 2: Expand and develop
Step 3
Rely on this instructional design model to provide a strong reference into motivational design in e-learning when designing the gameplay. This list is suitable for developing heuristic evaluation for e-learning.
Step 4
Each of the sprinter takes turn to present their own point of view (POV) then we go ahead with the HMW that get most of the votes.
Step 5
Discussion about long-term objectives and obstacles, then speak about them in details with stakeholders to gain affirmation. In some design workshops, designers may document this and have stakeholders to sign a copy of the printed version before developing the next steps.
Step 6
NOTE N MAP
By now, we have all the high level decisions made for the project. It is time, we create a user journey to understand how user interacts with the game.
Step 7
Next we move on to gain perspective on the high level design features. This exercise will increase understand on similar, best products that exist in the market, a simplified version of competitive analysis.
Day 2: Sketch da ideas
I start out to create a 8-part narrative by illustrating a technical team lead who receives an urgent mission by a phone call... in face of a stressful situation, his team will go on to perform the emergency protocol, gain scout batches after playing the stress management and know-hows games, that will mark milestone of success and drive learning engagement.
Next, I sketch a stressful situation in which 2 technicians express doubt in choosing a correct button between a red and a green one (below left), this plot will later be translated into the unplanned events. As to the sketch on the right below, it will be readopted into game configuration as well as the avatar screens.
My sketch below provides 9 different screens of game, which will later turn into the turn-based interaction as part of the design.
8 different versions of stress management game
8 different ways to invite a colleague to co-operate in a game.
Day 3: Vote for the best screens and Storyboard-it
Once we choose our favourite sketches, we move on to create the user flow and storyboard.
Then the screens are developed step-by-step according to the storyboard. Below are screens concerning the RTS gameplay.
The same method is applied to create the dashboard, the obvious challenge here is to design the display of data points, between users and trainers. Below is a draft of the brainstorm dashboard (Yann's sketch) that provides a player-view leaderboard. Image credit: Yann
Warning: FLASHING CONTENT below. If you are sensitive to flashing image, please scroll down quickly to skip it. I am still working on how to collapse the paragraph. Apologies, please bear with me.
This game has meant to create an immersive experience, more particularly carrying out tasks in uncomfortable situations, facing ambiguity, distractions of competing objectives, noise and unplanned events, to challenge players' cognitive ease that will eventually amount to a domino effect to induce cognitive load.
Understanding user cognition can help designers to make fair design decisions . The size of the screen, the pace of the game, the progressive information disclosure, the narrative design, the consistency, the predictability, the visual representation, users' attention, and the control and freedom available to users, all actively contributes to the likeliness that the user will have towards our product. Even the slightly positive change in the interface will culminate to a positive user experience.
Game on! To experience cognitive load, consider the question below while reading the animated message.
Press "z" to reset screen size.
Are you frowning? If yes, it means the exercise is stretching your mental effort. Be aware, don’t let your emotional "availability heuristics" produces too hastily a conclusion and replaces the hard question by an easy one, like “Do I like to have fun?”, or “How do I like to have fun?” or “Do I like the colours of these fonts?”
Day 4: Prototype delivered by close of day!
Click on the screen or hotspots to play the game.
Press "z" to reset screen size.
Check out the flow plan below to see how screens interact with one and others.
What I love about prototyping is that I actually got to create the nifty interactive components to bring the design to life. For this product, I used the ease out + time delay functions of the prototype interactions to create the progress bar (timer), and play hey presto by creating variants to display different states of the components, especially the on/off state of the game board. All this can be found in the prototype above and the improved version below.
Day 5 : 5 Heuristic usability evaluations
To develop a list of the heuristics, I chose to have evaluators commented on each screens. The decisions was made quickly to facilitate a throughout a test without missing any interaction. We were lucky, the tests went extremely well so as to the collection of data.
Studies showed that UX matured companies test their most and less successful products regularly as they clearly see the benefits of this equation:
Understanding user needs + Improve product features = Increase competitiveness + Drive better engagement
In his book, Nielsen defines heuristic evaluation as “a usability inspection method for computer software that helps to identify usability problems in the user interface design. It specifically involves evaluators examining the interface and judging its compliance with recognized usability principles.”
I will add the fifth row:
5| While designers are in-charge of analysing the data for the usability test they conducted, evaluators is a main source of heuristic evaluation data.
Comparison credit to Kaci Kwiatek's USABILITY TESTING VS. HEURISTIC EVALUATIONS
The chance to capture every user feedback that is crucial for feature improvement.
A messt process leads to the prioritisation and iteration.
Week 2
Day 6-7: Interface major overhaul overhang
As the qualitative observational research leads us into a deeper understanding of the product and the to-do-list guides us on what details to be changed to meet iteration.
Day 8-9: Product presentation
Press "z" to reset screen size.
It's immense pleasure to learn about design methodology, meet new people and co-create work in a team. Game design is an exciting area, surly there are so much to learn before I will be able get a good understanding on any end-to-end game development.
Mobile game
Advantages and disadvantages of asynchronous and synchronous gameplay has been a popular high level design discussion - whereas asynchronous design started to gain popularity for its capacity to deal with locational differences and provides casual players flexibility to join in a game without being penalised due to limited time - designers should have a clear vision of the purpose of the game and while keeping in mind the importance of scalability.
Try to answer:
> "Why are we designing this? What is not working with the existing systems?"
> "Who am I designing for?"
> "Is it for honing a particular skill set?"
> "Or creating a space for social bonding?"
> "How many players will play the game?"
> "Is location an issue?"
> "Design between intensity vs learning outcome."
> "Does the game provide an immersive experience?"
> "How do we measure success?"
> "Any field observation possible?"
Understand technological constraints related to mobile game design, include security and support.
PC game
Set the goals straight from the beginning: Ask your team "What is really important?" Open world vs server world? Security? An orderly step-by-step approach?
> Server capacity to load content and connect to social networks
> Latency/Jitter - prototype with stimulate latency and focus on solution while accepting jitters. (Robert Boehm from Exit Games)
> Connection: When unstable or Wifi only
> Scalability: Plan carefully to ensure upscale coverage
> Choice of technology : Consider adopting well established tools and middleware such as Unity, Game Centres, OpenFeint, Box2D, Corona, Marmalade, Papaya, SmartFox, Exit Game Photon and many more well-established platforms and frameworks that are not listed here.
> Game perspective and Latency: Use Bird's perspective or Ego perspective? Choose a method that will help to minimise a negative user experience.
> Meta communication: use only text snippet and emoji to avoid locational issues and spamming.
> When synchronisation (real-time) is a main consideration, consider how to manage gamer leave prior to her/his own losing game to leverage the effect on the leader board. It was said social shame could be a solution if fake account is no longer a helpless issue. (Matthias Hellmund from Exozet Games)
> Multiplayer turn-based game: Time management.
References
Daniel, K. (2017). Thinking, fast and slow.
Reduce mental shotguns in your product’s experiences (related to mental effort)
Example of User Test Script
Synchronous vs. Asynchronous Mobile Gameplay
Competitive Multiplayer Mobile Games: Synchronous vs. Asynchronous
Analysis: Asynchronicity In Game Design
10 Usability Heuristics Applied to Video Games NN Group
Heuristic Evaluation for Games: Usability Principles for Video Game Design