This is our final video for our app, Organics.
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This is our final video for our app, Organics.

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Reflection
Over all I’ve quite enjoyed this project, we’ve gone into an open brief and we’ve come out of it with a really cute game app. Drawing the illustrations and the little icons for the game was the fun part, dare I say I even enjoyed the animation to an extent as well.
In the past we’ve done a car sharing app, and a theatre voting app, so it was interesting to apply interaction design skills to a game app. We’ve now learnt a little about game play well as sharpen up our animation skills from first year.
Summary of what I’ve learnt from this project:
About Information Architecture
How to user test for a game when we didn’t actually code it
Basics of game play design
Taking the app further:
Print the juice bottle label which would advertise the game, and mockup the seed packet
Add animation of the juice being bottled and packaged for the user at the end of the app
Approach a juice company and pitch the idea
Get an app and game coder to make the game
Once again our team has smashed the team work, we’ve always worked well together and I’ll genuinely be sad that this is coming to an end. We have such a unique mix of skills and different ways of thinking that whenever we’ve worked together we’ve always come out with something we can be proud of. Well done team, it’s been awesome working with you all and good luck for all your future adventures.
Last Day
Today we spend working together to put together the video. We finalised the game animations making sure they all ran smoothly and had a cohesive design. Lewis worked on the script for our video while Aishwarya and I put together the storyboard. Vivian meanwhile worked on finishing off the information architecture of our complete screens. When Lewis finished the script he then went off to record the animation and I worked on quickly putting together the screen slides between the video animations and for the beginning of the video.
Meanwhile Aishwarya finished off the last few seconds of the watering game and moth game which were quite complex. Vivian put the finished game animations inside a phone template ready for the video and when Lewis and I had finished the screens and audio we all passed on the files for Aishwarya to put together for our video.
User Testing: Pruning Game
To test the harvest game and the pruning game I asked my younger brother, Alex (14) to test the games. He is a very much a gamer and plays games on his mobile, tablet, computer and PS4. I first talked to him about the app explaining what it was and why we were designing it. Then I explained the two games and what I would like him to do.
For this user test I asked my brother to motion with his finger where on the screen he would swipe to trim the growing tree branches. The aim was to test and see if timing was not too fast, and that the branch growth was was easy enough to keep track of.
One thing that affected this user test was that he wouldn’t be able to visual see the result of his actions. When Alex would swipe to motion were the brach would be trimmed he didn’t get the feedback of the branch disappearing to show he’d trimmed it. But this test was more focused on ensuring the animation wasn’t too fast.
After he had completed the testing I asked him what he thought and if it was too hard. “Yeah it’s alright. Not too hard, they move pretty quick haha.”
User Testing: Harvest Game
To test the harvest game and the pruning game I asked my younger brother, Alex (14) to test the games. He is a very much a gamer and plays games on his mobile, tablet, computer and PS4. I first talked to him about the app explaining what it was and why we were designing it. Then I explained the two games and what I would like him to do.
For this game I gave him a little paper basket which he would use to catch the apples, the aim was to make sure that the apples were not falling too fast and still presented some challenge for the user.
In real life the basket would be on screen and moveable by the user tilting the screen. This means the basket would have a certain sensitivity to how fast it would move, this is an element we unfortunately cannot test for.
When the game finished I asked him what he thought. “Yeah it’s all good. Would be a little harder in real game moving the phone.” Also asked if the game was real, if he would download the app to get the juice, “Hell yeah!”

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As you cannot properly view the full image and read the text, here’s the link to the original IA PDF file: https://drive.google.com/file/d/0B8R1Hj-NJ1FGYVZOem5za19TLUk/view?usp=sharing
This the information architecture for our game app, put together by Vivian.
This is the final harvesting game with the made changes from the last approach; red screen flash upon error, and number count type colour change.
This is my first run through the full animation. I have only kept it short at 21 seconds as we have four games to run through as well as an introduction, and the video is only 2 min long. To signify the end of the game/video the user is shown to make their third and final mistake missing a ripe apple; at this moment the screen flashes red. We realised that in Aishwarya’s moth game, when a moth would land on a fruit the screen would quickly flash red so the user would realise that they’d made a mistake. When the user is playing the harvesting game, it is obvious when the user missed an apple as it would remain on the ground for a few seconds. However is is not very clear when the user accidentally catches an unripe apple, making a mistake. Though the errors are counted at the top of the screen, during game play the users eye will be focused on the basked and the apples, not so much paying attention to the counters.
To fix this we decided to keep consistency with having the screen flash red each time a user made an error. Talking of consistency we also noticed that our numbers and type at the top of the screen varied in colour between the Harvest, Pruning and Protecting game. We decided to go with brown, as it was a colour taken from our existing colour swatch and was visible on all three screen tones. We would have used white but it was very visible upon the lightest blue sky background.
This was my first test animating the harvest game. I brought this video in on our last lesson for feedback from my group mates. I only animated this short video incase I needed to change or fix anything. I realised that I’d forgotten that users can also get a bad point by catching unripe apples. In this animation trial I only had the user catching the ripe red ones. Another point brought up was whether the apples can go rotten on the tree, or just as they have fallen and hit the ground. We decided that if the user missed the red apples and they landed on the ground they would stay for a few seconds while turning rotten. This further promotes the idea that fruit has been waisted, and that the user has made a mistake. The green apples if missed will land on the ground and then fade after a few seconds.
Last lesson
For our last lesson we decided to construct a battle plan for our deadline which is quickly approaching on the 17th of June (extended from 16th). We made a list of all of the work we have yet to complete and then set about delegating tasks in a structured order.
Aishwarya: Animate watering game,
Lewis: Write instruction screens, and work on game script Vivian: Make digital screens, start information architecture Maria: Finish harvesting game
We planned also have these tasks complete/or nearly finished for our meeting on Wednesday. Three of us have our major projects due round the same couple of days as this project so that leaves us with limited contact time. We aim to finish this project within two days of meeting, we could finish on the Wednesday but it depends on how close we are to finishing the list of tasks.

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Presentation
Ready for the presentation with Emma, I worked this week on putting our presentation together. Lewis has been absent as he was unfortunately very sick, Aishwarya worked on putting together a short animation, and Vivian worked on drawing up more icons. I met with Vivian and Lewis before class and together we put together the last few slides and made sure we had covered the appropriate content.
Our presentation went well and our end questions from Emma were:
How to give instructions to the users on how to play each game? Before the games a transparent screen with instructions will appear for the user. It will also include hand gestures for how to action certain tasks during the game.
How much text is to much text? The users for the game vary in age so we must make sure that appropriate language is used. We can also use as little text as possible to keep it simple.
How we will encourage users to return to game play after failure? To prevent people from rushing through the game in one day we were contemplating the idea that when user a failed a game, they would only be allowed to continue after waiting say 24 hours? But it brought up that people perhaps may not return.
What are our next steps towards completing this project? - Finish off animating all of the mini games - Prototype testing; Harvest game, pruning game - Prepare the script and plan the 2 minute video - Finish digital screens - Organise the information architecture map - Make the video!
This is the link to our presentation: https://goo.gl/Jit1Od
Personas and storyboard part 2
Personas and storyboard part 1
Personas and storyboard part 1
Based on the personas that Vivian and Lewis made, I drew up this User Journey
Illustration
We progress further with developing illustrations for the mini games which we will animate for our video. Making a list of all the icons which needed to design we worked on these during class. We made a plan to begin our animating ready for next week as we have a presentation which Emma will be attended to give us feedback.

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Organise and Plan
To try and time manage the group we made a schedule on google sheets for the group. This gives us a clearer visual on the time we have left and the list of things we need to complete.
We have decided upon an illustration style for the mini games which we will be animating. We are sticking with a simple flat designed illustrations with bright colours.
Unfortunately I had to leave early this lesson, my fault as it was a complete miscommunication. I wish I could have stayed longer and feel a little bit guilty about it. Nevertheless, I know what I need to have ready for next week; I need to alter the tree illustration which I did a few weeks ago, it could be a good one to use for the animation. It needs to be simplified as when we animate for the pruning game in particular, the user needs to be able to clearly see the branches. There is too much detail in these trees.
Looking into tree growth illustration art may help me do this.
Watering game user testing
We decided to do some user testing for our watering game concept using a basic paper prototype, in which the user needs to tap the screen once the water reaches the optimum level (the center) for the sapling to grow into a tree and this needs to be done a number of times. If the user taps the screen when the bar is on the right (too much water) or on the left (too little) the plant will droop or shrivel. Once the sapling shrivels to its smallest stage, it’s game over.
Feedback: John, the participant shown in the video above thought that the concept was nice and easy to understand and that the speed of the water level bar should definitely build up gradually to make it more fun and challenging for users.
All user testing videos are found here: https://drive.google.com/open?id=0B8R1Hj-NJ1FGZFJGeDFFOE1UMHc