Training Game

This project involved creating bespoke software for a charity, generating an accessible, interactive, software solution to provide volenteer tour guides with knowledge. This involved understanding an external client’s issues, specifically concerns over volunteers accessing historical landmark information.

Overcoming this was a complex challenge requiring creating a resource ideal for a wide-range of people to learn detailed information from, requiring the incorporation of user research along with feedback from the client.

The result of my software was improved training, improving volunteer knowledge and recall. My software also improved accessibility for volunteers with disabilities or learning difficulties which improved the public’s education of the landmark. The product was well recieved by the client and highly praised.

This project was made using AdobeXD.


Research and Sketching

Initially, I undertook research to understand the basic environment for what I needed to create. After evaluating existing research and conducting my own survey. This involved a survey of over 40 prospective users to identify preferences for learning styles, interface, duration, engagement and accessibility. I ultimately decided on a gamified method.

Next, I drew up some sketches demonstrating the projected layout of the training game along with how the pages would connect.

The Creative Process

Midway through the creative process I presented my ideas to the client, took notes of their feedback (both the positive and the negative) and used it to inform and adjust my design to match their requested vision. This provided me with good experience liaising with a client.

When undertaking this project, the colour scheme was derived from the context of the site itself, using the colour combination that was most common for the area in the given time. This thoughtfulness in designing continued through the creation of the project.

Final Product

As the project brief only required a single room to demonstrate proof of concept, this features an almost fully extensive example that could be recreated and applied to the remaining rooms in the attraction’s pages.

The video walkthrough features the final product, demonstrating the flow, where accessibility features fit in appropriately and allowed ease of use.

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East Exchange