Senior Thesis

Interaction Design Senior Thesis \\ September 2019 - May 2020

Continuing Testing (11/18-11/24)

This week I planned to refine my prototype and test it with users. After each round of testing, I hope to ideate and continue to push it to a functional prototype.


User Testing 1

For this round of user testing, I gained feedback on the following items:

  • More items are needed

  • Add different levels of difficulty for the monster. Maybe some will need more items than others to get past

  • Keep decks separate

  • “What can people do that’s related to grief?”

  • Character roles: where players can decide what characteristics they want to hold onto during the game

  • Is there an aspect of sacrifice? A player needs to make a sacrifice for the team to continue

Ideation from User Testing 1

I realized from user testing that the game didn’t flow how I wanted. Again, I think the board distracts away from what I want to the game to do. I want this game to create conversations between people about grief and loss in a more engaging way. If there are too many elements to the game, the focus becomes on how to play the game rather than the topic. By creating a card based game, I think players will focus more on the interactions, strategy, and topic.

This card game concept adopts the same ideas as the board game, except I’ve added an element of finding Acceptance as a person who will grant people off of Grief Island. Players must prove their travels through the island by showing the remains of emotion monsters and items. This proves to Acceptance that they have fully experienced the island and are prepared enough to find an exit.


User Testing 2

I tested the new card game concept with both people who have experienced grief, and one who hasn’t.

A few mechanics didn’t work as according to plan:

  • What is the purpose of holding onto cards? Should players immediately place cards down? Maybe I can completely get rid of holding cards and have it a more fast paced game where cards are immediately put into play.

  • If people draw a card where an event occurs to them, why would they want to play it when they could discard it?

  • Maybe players are “traveling” to new environments when a card dictates it. There are environment cards that constantly exist next to the deck to set the stage. When a new one is drawn, new conditions occur. This idea could be similar to finding Acceptance. Place the Acceptance card down and it sets the goal until a new Acceptance card is drawn. This will allow players to strategize on what items they keep or let go, in case the goal changes.

  • Adding different levels of difficulty to the Emotion Monsters but making sure the balance of cards makes sense

Ideation from User Testing 2

For the new version of cards, I’m going to implement the following:

  • More environment cards

    • This way there’s more variety in gameplay to keep in more interesting

    • It’ll (hopefully) keep gameplay more fun

  • Implementing Emotion Creatures in addition to Emotion Monsters

    • Emotion Creatures will grant players items or buffs to help them in the game

    • This will also add conversation topics around positive topics around grief as well, instead of just the negative ones

  • More item cards + buffs

    • Overall there should be more item cards

    • A combination of certain items should create a buff for players

    • Ex: With a Compass + Map, that player won’t ever have to skip a turn

  • More random even cards

    • Again, overall more cards to make the gameplay more unpredictable and fun


Reflection

This week I feel like I made a lot of progress on evolving my game to something more playable and closer to what I initially wanted - a more interactive way to engage people in conversations around grief. After user testing I got some really good feedback and I feel like I just need to continue this process. It feels a bit tedious but I know it’ll get to a good point soon.


Next Steps

I need to continue evolving my game and designing new cards. I also want to begin the visual identity of the cards. This isn’t necessary but I think it’ll actually make the gameplay easier to understand. I’ll continue to user test this game, gain feedback, and iterate.

Gina Kim