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What’s In a Name?

Ice Breaker / Party Game


Designing a game which compliments interaction for the first time meeting an individual, group or long time friends.

(Personal PROJECT)


Methods

Prototyping, Usability Testing, Contextual Inquiry, A/B Testing, Style Guide and Branding.

Tools

Pen & Paper, Photoshop, and Excel Spreadsheet


Platform

Analog Cards


 
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Hypothesis

There are very few games designed around the aspect of ‘Ice-Breaking’. First time meeting people new can be difficult and lead to awkward silences.

Solution

If there is an interactive game designed to push comfort zones and conversations. people will more readily be able to open up to deeper conversations.


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Beginnings

The initial beginnings of this game were prior to my entry into the UX Design course with General Assembly. This came about from a spark of an idea which I took the time to compile. Development continued for a few months before the idea was put on hold.

I began approaching the development of this game after completing the UX Design course with a better understanding of the processes which could be used. This also means I had to approach this with a different angle.

  • Through this I learned that having a solid base makes a huge difference in the development process.

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Prototyping

With the area in which I began re-evaluating the game, the prototypes were already at a low to mid fidelity level. Current prototypes were used with only my desired design in mind and took little consideration for how the end user felt using the game.

Upon continuing, the focus on the developments took more of a focus in the end users experience. leading to more one-on-one testing.

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Usability Testing

The product was regularly tested in various different types of situations and varying numbers of users to find different strengths and weaknesses. Following testing users would be asked a few simple questions to gauge enjoyment, understand ability, and led to a short survey form to gather feedback on design decisions.

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Contextual Inquiry & A/B Testing

A few users were given a prototype of the game with the sampled instruction manual and instructed to play the game with a person they were not close to personally. As the users read the instruction manual and played the game, they were observed in order to find areas in which the product could be streamlined for ease of use. Following use, the users were asked a small sample of questions and led to a survey to gauge which layouts would be better for use.

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Style Guide & Branding

As designs became near finalized, A style guide was being developed as a living document to keep consistency across all cards and associated items being developed.

  • As development continued into separating into two decks to allow a “Safe For Work” and Not Safe For Work(NSFW)”, Color differentiating became more apparent while still keeping the Iconography for possible color blind restrictions.

  • Implementing clear guidelines early in the process made for simple implementation of new cards.

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Hi-Fidelity Prototype

Once a substantial amount of the cards became finalized, along with a placeholder box and instruction manual, the designs were sent to www.TheGameCrafter.com to get a single prototype printed and returned to test quality.

  • The placeholders were placed in to begin testing different layouts but was allowed to be in the hi-fi prototype in order to not halt progress of the design.

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Associated Designs

To bring the game to fully developed product, items outside the game needed to be built up. All designs were developed using the Style Guide as a basis.

  • Box Art - Uses a base of a chalkboard with the front of the box having the Sticker art slightly slanted to give the image of it being slapped onto the box.

    • Back of the box was designed in comparison of other games box descriptions and necessary information such as age, number of players, and estimated time.

  • Instruction Manual

    • Initial plans for the instruction manual were to be included as two 8.5 x 11 printouts folded into box, as the prototype was opened, the folding of the paper took up considerable amounts of space and would be redesigned.

    • Current redesign in development is placing all instructions on front and back of cards.

    • intended appendix page will also need to be moved to a more convenient location. possibly taking advantage of QR Codes and the upcoming Website.

  • Website

    • Considerations at this time are whether to release under a personal company or join with other indie board game developers.

    • Social Media sites will need to be made promoting the game.

  • Kickstarter Assests

    • Kickstarter will be the best option to fund this project and with running through the website several assets must be developed.

      • Intro Video

      • How To Play Video

      • Stretch goals


Key design decisions

Design

Designs chosen are used to inspire nostalgia with the front of the cards resembling “Hello, My Name Is” stickers and the back taking on the appearance of a chalkboard.

Layout was decided through A/B testing and options were given based on multiple orientations and inspiration on expected interactions. The chosen layout showed a unique perspective utilizing the corners of the card as directional arrows.

Colors

Colors were decided through A/B Testing, options decided through complementary colors and color theory meanings.

The color turquoise is associated with meanings of refreshing, feminine, calming, sophisticated, energy, wisdom, serenity, wholeness, creativity, emotional balance, good luck, spiritual grounding, friendship, love, joy, tranquility, patience, intuition, and loyalty.

The color orange is associated with meanings of joy, warmth, heat, sunshine, enthusiasm, creativity, success, encouragement, change, determination, health, stimulation, happiness, fun, enjoyment, balance, sexuality, freedom, expression, and fascination.


Deliverable

High Level Prototype

 
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Results & Reflections

Results:

Currently at a Hi-Fidelity Prototype of the game and finding that outside of the game there are many areas which need to be taken into consideration to bring the game further into development.

Next steps:

Outside of game development, the product will need a few sections researched and developed to continue.

-Instruction Manual: A proper explanation of game play needs to be written clearly as to allow inexperienced users will be able to pick up the product and use it without prior knowledge of how to play.
-Web Site: A general page would be needed to connect with public and gauge interest prior to starting a Kickstarter Campaign. Along with this a Mailchimp may possibly be built up to keep interested parties in the loop of progress.
-Kickstarter Campaign: Infographics, Explanation Videos, Stretch Goals, and further research into what is needed for a successful campaign needs.