A Pirate’s Life

This particular assignment was done in two parts and looked at the redesign of an application or game.  In particular the redesign of the game ‘A Pirates Life’ for Windows 10 which is aimed at children between the ages of 5-8. Modifications were made based on HCI research and discussions with users from a focus group. The app was redesigned using Photoshop, Illustrator and InVision prototyping tool.

The first half of the assignment was done so that I could get a sense of the game, it was presented to me by the creator and I was given details about how it was made and any background research. I then interviewed the creator and asked any relevant questions to do with the product. Once that was finished I then began my HCI research I focused on the colour scheme and font used, what optimal features needed to be included in a game for children and any UX design features would be needed in particular for children. I also saw that the game lacked a logo so I put forward the suggestion of designing one.

Once these suggestions were improved I began working on the second part of the assignment. This was actually creating the prototype. Here I created wire frames and held focus groups to ensure I could produce the best prototype possible.

A focus group of ten participants was conducted in order to test the proposed game before any changes were implemented. The focus group was shown the game, both the live version and a screen cast of the game in action. This was done in order to gain their opinions and any suggestions they might have about the current interface. Each participant was shown a Camtasia video of the game working as well as the first text pages and the first level during actual game play and asked a number of questions in relation to the game and its design. Many of the opinions and suggestions coincided with my previous suggested changes.

I then began to implement these changes and create the prototype using Photoshop and Illustrator.

The first thing that was changed about the game was the addition of a logo. The first page presented to the focus group and users is very ambiguous it gives no indication as to what it is exactly (see Fig. 1). The logo was designed to incorporate bright colours which were the same as the character’s design. Since the game was aimed for children it was imperative to use bright colours to focus their attention on it. I used the main character as the focal point in the logo (see Fig. 2) and using simplistic primary colours.  As well as front that mirrored the colour choice and kept in line with the pirate theme.

 

The second modification that was done to the game was changing the colour scheme for the text pages. This was done to increase readability and to keep the game players engaged. When these pages were shown to the focus group they did not like them at all as they were very dark, boring and hard to read. As well as there was inconsistency with the text colours which the focus group also pointed out with the first two text pages having black text and then the menu page having white text (see Fig. 3) However, the focus group was able to point out one positive feature of the game, which was the sword icon used to select things on the menu pages. It is important to have a captivating colour scheme in children’s games in order to keep them interested. Hence why red and gold were chosen for most of the text on the pages (see Fig. 4).

As well as that I changed the character’s design from the small grey character (see Fig. 5) that was being used to the intended character design so that the player would have better immersion and feel more connected to the game.

 

The third modification focused on the font and font alignment of the text used throughout the game. When the focus group was shown the font used, they expressed that it was illegible against the backgrounds chosen.  They were also able to point out that some of the text was not aligned properly on the page also adding to the illegibility of it (see Fig.7). The font for the title was kept in line with the pirate theme of the game (see Fig.8).

 

When the focus group was shown the first level of the game and asked if they knew how to navigate all of them said they did not. They suggested an instructions page or tutorial (see Fig. 9) that could give the player any sort of guidance when playing the game. Effective and clear tutorials are essential aspects when attempting to retain new players to a game. This can also increase player enjoyment and make the game more appealing for repeated play. In addition to this I decided to add a high scores page (see Fig. 10). By adding a high scores board into the game it would introduce a healthy competitive element to the game.

Prototype link: https://invis.io/PHEWAJ97T#/268448074_Homepage