3. Main need
and goal
experience
Needs
Social (belonging)
Leisure/Entertainment
Goals
Help people to adapt in new
unfamiliar situations.
Encourage face to face
interaction.
5. Design ideas
Definition of
concept and
navigation
First proposal of
interface
Paper prototype to
observe interaction
Non-interactive
prototype for focus
group
8. Findings
Challenge Completion Discovery FellowshipExplorationCompetition
Engagement through discovery
Need for more concrete rules and goals
Desire for self-expression
Need for levels with new combinations
Limited combinations at the beginning might
discourage user
No game story
1 Suitable for a wide group of users
Visual design became important (Warmer colors)
Need for level indicators
Notifications to be aware of environment
Worried about stealers, communicating with other users
Trying out combinations with limited-edition items e.g.
halloween food, iranian food, etc.
2 Player's rank with well-defined badges
Level indicators
Knowledge of rules, constraints and dynamics (tutorials,
hints, rewards)
Establishing digital connections (messaging, social media) to
carry real-life interactions
Improvements in visual design (icons, badges)
3
Accomplished most of the target
experiences
9. Reflections
The good
More iterations, more clarity ->
From Concept to Design
Referred to game as interesting
and easy
More methods help problems
become more evident
The Challenges
More participants (social app)
Time available to test
Need for alternate versions of the
app
First time designing a game
10. Reflections
The future
Tutorial
Improve competition component
(badges, ranks)
Add integration of social media
Allow messaging among users
Partnering with food providers
for marketing
Customize games by letting
users choose their own themes
#9: Immersion: Becoming engaged
Presence: Feeling like you're inside a virtual environment
Flow: Feelings of enjoyment that come from a balance between skill and challenge
Absorption: Total engagement