My Role & Process
I led the design (visual and interaction design) for the Lift Off mobile game. My responsibilities included User Research & Ideation, Experience Strategy as well as Design & Validation.
User Research & Ideation
I met with stakeholders to brainstorm and to gather ideas and concepts. Real Creative had a basic concept of a simple dodging game in the vein of the arcade classic Frogger. From the above mentioned requirements gathering meeting, the take away was to create a simple game were the user navigated a spaceship through airfields of floating bombs.
Experience Strategy
Several iterations of sketches and wireframes were created. This was essential in defining the game mechanics and gameplay of Lift Off. During this stage there was debate amongst stakeholders on the whether the airfields of bombs (the enemies of the game) should be presented as a continuous maze or a single row of bombs.
Design & Validation
An A/B test was conducted using a prototype of both versions of the enemies to let the users resolve this debate. Users were randomly given prototype (A) a maze of bombs to navigate through or prototype (B) a single row of bombs to navigate through. The consensus of the A/B test results showed over 60% of users tested preferred prototype (B) because navigating the single row of bombs was challenging without limiting the user’s progression through the game.
Once a beta version of the game was created, usability testing was conducted using a screen recorder to capture the users’ audio and interaction with the game. Users were encouraged to speak what they were thinking as they were playing the game. Valuable feedback was collected from the usability testing and changes were implemented in the game to improve the gameplay and to match the mental model of the users tested
UX Deliverables
Final Design Videos

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