User flows, game logic, technical flows, wireframing, prototyping and user interface design for an educational game aimed at reinvigorating the participants love for rail travel. The game will be used in a classroom setting as well as be accessible at home via the website. The game needed to be playable on both tablet and desktop so considerations regarding interface legibility and interaction moments needed to be taken into account. As well as the core game structure, four independent game mechanics were also developed.
The game concept was developed working closely with our client, attending regular meetings and small focus groups with teachers and students to create a fun and interactive experience with a focus on STEM education.
Low-fidelity wireframes were regularly shared with our client, keeping them updated and in the loop. They also helped to demonstrate the more complex concepts behind some of the game mechanics.
User Experience Design
Once we had sign off from key stakeholders on the direction of the game and a clear idea of what functionality and mechanics were possible in the allotted timeframe, we began to nail down the UX behind the game. All the possible user journeys through the game and supporting mechanics were mapped as well as technical diagrams which helped to communicate the game logic to both our client and development team.
To demonstrate all the functionality within the game and supporting mechanics, a fully working high-fidelity interactive prototype was created. This prototype helped discover any missing functionality and iron out awkward or complex journeys. The prototype was presented to key stakeholders who also feedback on functionality and layout.
Alongside the UX and wireframing stage of the project, the visual approach was also being developed. After a number of iterations and feedback from the client and key stakeholders, we finally settled on a UI that reflects current flat/ material design trends but with a playful twist to fit the gaming environment.
A second prototype was developed, reflecting on what was learnt from the interactive wireframes whilst integrating the finalised game UI. This prototype was used to communicate to our development team exactly how we wanted the game look and function and was the basis/ benchmark that we would be comparing the finial build with in the testing phase of the project.
Presented to our development team alongside the final interactive prototype, we produced a specification document that illustrated how to construct particularly complex components within the game as well as communicating more basic patterns such as colour, layout, typography and iconography.
QA & Testing
Working closely with our development team, our job was to make sure the released builds of the product matched up to our expectations functionally and visually. Our quality assessment was based on the interactive prototype and functional requirement specification (FRS) document supplied to our developers. Using a ticketing system, we could easily highlight areas that need attention and provide remedies and suggestions of the how the highlighted issues could be rectified.