Discover
For out project, we basically had to make a product for a "Sprookjes karavaan". We had to work together with Transmedia students in order to create an immersive story that kids from 6 to 12 would enjoy. To find out what they would like, we wanted to conduct interviews. However, it was really difficult approaching this target audience. That's why we went for “second hand research”. We went for an approach where we interviewed a museum which has the same target group, and also creates immersive and engaging experiences.
Define
We used several tools to define our problem, like empathy maps, affinity diagrams, mind-maps, and a lotus blossom chart. These helped us develop our concept. The basic idea was for kids to stand in front of a green screen with another screen showing them as the main character in their own story. They make choices, and based on those choices, different paths are being opened, so that each round can feel like a new experience.
Develop / Test
Once we had the concept, we expanded on it by creating different paths the kids could choose. We started with a basic sketch on paper, quickly followed by a flowchart in Figma and worked up to mid- and high-fidelity prototypes. We then tested these and made changes based on feedback. All of this is documented.
Deliver
I created a website that could be used as a green screen background or to be used with a projector. This story has 4 possible “paths” in total, but all with the same end goal. We also recorded a demo video in the Pixel Playground. I was one of the “kids” that showed a demo of this project, which is basically a playthrough video to show the experience kids would have. We also made another video showing one of the other paths that could be taken.
Research Questions and Methods
We developed the following "How Might We" (HMW) questions to guide our research:
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How might we keep the activity
simple enough for all children aged 6 to 12 to play?
•
How might we make the activity
engaging for these ages?
•
How might we make the activity
robust and
low-maintenance?
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How might we provide positive feedback to keep children
motivated?
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How might we design an
inclusive activity appealing to everyone, even those not interested in fairytales?
•
How might we use
technology to create a trans-media activity that is still
simple for kids to play?
All these questions led to our big main research question: “How do we design an inclusive, engaging, and low-maintenance activity that uses simple technology to provide positive feedback and appeal to children aged 6 to 12, ensuring it is robust and enjoyable for all, even those not interested in fairytales?”
We used various methods detailed in our concept report to answer this question and finalize our concept.
Translation of the Project
We created this project in English since not everyone in our group speaks Dutch, and we needed it for communication with teachers and other students during testing. However, a translation to Dutch would be easy to make, since it's intended for Dutch children after all.
Ethical Considerations
We aimed to make the game accessible to everyone by offering multiple ways to play, accommodating various needs. We let the children choose if they want to be a knight or a fairy.
Target Group
Contacting our target group, young children, was challenging. We felt uncomfortable approaching them in public, even with their parents present. Our attempts to contact schools were unsuccessful, so we turned to museums and researched organizations with the same target group, like amusement parks.
AI Art
In our current project, we used AI art for quick and easy visualizations. However, this is
not the most ethical choice since it often uses artists' work without permission. Future iterations should involve a concept artist if the budget allows it.
Conclusion
In the end, I feel like we made a fun and engaging product for the Sprookjes Karavaan in Arnhem, especially with some of the challenges we initially had. It's inclusive and accessible to all children, allowing them to enjoy themselves while also being amazed by technology. The use of props, costumes, and actors/narrators could enhance the experience further. In our Advice Report, we also mention how it could become even better in possible future iterations.