Mobile Game
Palooza is focused on helping new college students lead a more whole and balanced life by assisting them in discovering a deeper connection with new acquaintances to help encourage social interactions and spark new friendships.
Skills: App design, Market Analysis, Character Design, 3D Environment Design, Networking
Tools: Figma, Unity, Blender
Platform: iOS
Final Product Video
Background
For college students who are first arriving at a new environment, there are some uncertainty and anxious for people to get to know each other pretty well.
Through party games, they brings people strangers can become friends, and friends can build lifelong memories together.
As designers, could we structure these games to build an even deeper, lasting trust between different types of players, even after the experience is over for new college students?
Different Games on the market
Our team played a few games together to get to know each other. They all work significantly since our team was just formed and we did not know each other before. After playing them, we found commonalities between different people and made friends.
Above all of the games, we suggest “We’re not really strangers” work the most effectively and we all felt comfortable playing it. It gave the most inspirations to us.
Market Analysis
Number of players: 2 to 6 players
Props: May need to use pencils drop down notes
Visuals: No visual aspects involved
Inclusiveness: May be asked unwanted questions
Level-up: Players get to know each other with level up questions
Personal: The questions are all personal
Number
Inclusiveness
Level-up
Personal
Props
Visuals
We’re Not Really Strangers
Our Game Setting
A
C
C
B
A
A
Number of players: 4 to 20 players
Props: No other props needed
Visuals: No visual aspects involved
Inclusiveness: May be asked unwanted questions
Level-up: Players describe these first impressions using the Special Idea Cards provided
Personal: The questions are all personal
Number
Inclusiveness
Level-up
Personal
Props
Visuals
First Impressions
C
C
A
A
A
A
Multiplayer game with a number of player over 3
Providing a safe environment sharing personal questions
Having level-up questions for players get to know each other better
Key Features
Choose and Guess
Memorize
Push the item back together
Player A
Player A
Player B
Player C
Player B
Player C
Question 1: What do you think is Player B’s favorite ice cream flavor?
Vanilla
Vanilla
Strawberry
Chocolate
Coffee
Player B needs to choose the answer and other players guess
Other players memorize what Player B chose
Finally, all players collaborate and push the item back to the correct player’s home.
Totally, we have three levels and each level of questions is different.
Level one questions are very simple and basic ones.
Level two questions are aimed to seek for a closer understanding about each other.
The last level questions are aimed to form a deeper connection.
The reason for having different levels of questions is having a level up understanding of each other and the players are willing to open their heart little by little.
All are timed
Although we confirmed our major game structure, we still need to figure out the key features in the game. We played several fun activities and looked for patterns about why they are interested for people to play. Finally, we designed three features down below.
User Flow
Start
End
Log In
Enter names
Watch tutorial
Question #1
Loop process
Level #1 ends
Level #2,3,4 loop
Push items to the correct player
Question #2,3,4
Reveal the answer
Level #1
One player choose
Rest players guess
Rest players memorize
The research theory behind setting of players choose and guess for each other
Dual-Process theories of Social Cognition
The premise underlying these theories is that there are two basic modes of cognition System 1 (“Fast”) and System 2(“Slow”) that correspond to different ways of processing information and controlled by evolutionary order (System 1) and newer (System 2) parts of the brain.
System 1
System 2
Fast
Unconscious
Automatic
Everyday Decisions
Error Prone
Slow
Conscious
Effortful
Complex Decisions
Reliable
Dual-Process Model of Impression Formation
2 processes involved in forming impression of others
Categorization
Individuation
Consciously and effort-fully obtains, processes, and sums unique, “individuating” information about a person
Automatically uses information and evaluations based on apparent (e.g. gender, race, age, profession, physical appearance)
In our game, players trigger system 1 thinking when they are guessing at level 1 because they don’t know each other. When the answers are revealed and they did not guess it right, they may realize the thinking of categorization is not correct. Thus, they trigger system 2 thinking. Players start to learn people in a conscious way in level 2 and level 3.
Question Items Art
Character Art
We used youthful colors to evoke GenZ’s shared memory considering our target audience are current college students.
Cute & Naughty
More Y2K
Final
3D Environment Art
Map Design
The environment we want to bring to our players is an amusement park on their desk. It looks like on their study desk, there are a lot of fun fantasy playing elements.
Level 1:
Simple and Straightforward
Easy to pass
Level 2:
Add obstacles
Increase difficulty
Level 3:
Greater difficulty
Make the players collaborate and communicate
First Draft Wireframes
Second Draft Wireframes
Suggestions of question design from our consultant -- Professor Geoff Kaufman at CMU HCII Department
Feedbacks & Adjustments:
Redesign the wireframes to the horizontal holding way
The draft of wireframes are vertically designed. After our playtests, some players were saying they were surprised by the herding part and they thought if we could design the whole game the same way for players to hold their phones. It would be easier because they will not have to change it sometimes.
Design the game with a more game-like interfaces
Some players didn’t realize it is a game. They thought it worked as an application to answer questions.
Change the timer by redesigning it differently for each level of questions
Now, we set the timer for players guessing is 15s for each level. However, during our halves presentation, a few professors were asking will we put people in an environment that always make them trigger system 1 thinking.
To solve this, we redesign the timer by level 1 guessing has 15s seconds, level 2 has 25s, and level 3 has 35s. With level up questions, people need more time to consider. And they will have to trigger system 2 thinking because they can not move forward.
Be aware of the wording of questions that may affect the players’ choices
Now, we have a question asking, “What is your current mood?”. Professor Kaufman suggests when the players are playing this game and other players are waiting for his/her choice, their current mood may skewed toward positive .
To solve this, we change the question by asking “What is your mood at the beginning of the day?”. That is an example of what we may change as being smart to not influence players’ choices.
Feedbacks & Adjustments:
Make color change for guessing and choosing page
Now the “Guess” and “Choose” hints are not easily for the players to understand what they are asking to do.
Redesign the answer revealing page and make the correct answer more obvious
Although the correct answer has a different visual effect, it is not yet obvious enough. It should be centered and the biggest.
Final Product
Tutorial
Level 1
Level 2
Question 1
Question 2
Question 3
Matching the items
It has the same format as Level 1. So I will just put on the questions and the matching phase.
Level 3
Same format as Level 1 and 2.
Question 3
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