Katabasis - Game the Game

Timeline: August 2023 - December 2023
Project Overview
Game Overview:
"Game the Game" targets upper-middle to early-high school students(age 12 - 16), focusing on reinforcing programming concepts through real-time rule changes using Python code.

Player Role:
Assume the role of a spy tasked with infiltrating a top-secret location to retrieve a rare Python manual, navigating through rooms with various defenses.

Game Mechanics:
Each level features unique challenges with source code that controls room layouts and defenses, requiring strategies based on programming concepts like loops, conditional statements, and variable manipulation.
Project Requirement
Role and Expertise:
As HCI experts and consultants for the project.

Main Task:
Create the interface for the game concept.

Player Interface Requirements:
•Visibility of the layout of each room.
•Tracking the movement of their character.
•Observation of the effects of any traps that are triggered.
•Display of the code that controls the defenses of the room the player is currently in.

Design Process

As students in this field, we were instructed by our professor to take off our Software Engineer hats and put on our designer hats. The first step was to create a user workflow and a mental model to fully understand who the main users of the game are and how they interact with the game interface.
Clarification & Research

My team got some of the questions clarified after emailing the project lead. As the designers for this game interface, we have the freedom to design the games however we like and in any format. We were suggested to play other similar games such as "Baba is You" or "CodeCombat" as reference. After doing some research about the common features of these games. My team got started with the sketch of what will be the interface of our game. Here are the logistics of the game we agreed on having:

Initial Wireframes
Initial Feedback From Sponsor

To get feedback on our initial wireframes, we met with our project contact, presented her with the wireframes, and walked her through the flow and the reasons behind our design choices. She provided valuable insights that we plan to integrate into our design:

Usability Testing

As we update the wireframes based on the project lead's suggestions, we have reached the point in the semester when we start usability testing. Our project is targeted towards upper-middle school to early high school students, so ideally, we would conduct the usability testing with children in that age range. However, because this is a class project, we were instructed to conduct the testing with our peers. We were directed to ask at least five people to participate in the usability testing and to record each session. Additionally, we must walk the user through each scenario they need to complete, which includes going through the tutorial page, completing a level with specific instructions directing the participants on which level to choose, and lastly, reviewing their progress on a certain level.

Our usability testing shown that our updated wireframes at the time was better and improved visually compare to the ones initially presented to the project lead. We were able to received a lot of great feedbacks and recommendations on how to improve our designs further:
As we were conducting the usability testing, we noticed how most of our participants are unfamiliar with Figma and does not understand what usability testing is for. This may have impacted the results a little bit as the participants are expecting to actually play a game.
Final Wireframes
Conclusion

The final presentation to the project leader marks the end of the project and the semester. It was my first time solely focusing on the design aspect of a project, rather than the implementation. Working in a team of four, I learned the power of communication, collaboration, and brainstorming, which helped the entire team successfully complete the project by the end of the semester. Fortunately, we did not encounter any major blockers throughout the project. Although this project may never move beyond the planning phase. I believe it has significant potential if it were to be implemented. Katabasis is a company that aims to provide low-income children with the educational resources they need to succeed. This project could teach these children programming, a skill that could be extremely beneficial in their future. it opens up pathways to critical thinking and problem-solving abilities that are essential in any career. Programming education fosters logical thinking and creativity, empowering children to innovate and solve real-world problems.

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