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Journey To Player Health

An open world exploration e-learning game for British Columbia Lottery Corporation Employees

Project Overview

  • CASE STUDY  -In 2016, BCLC has embarked on a redevelopment of their internal training module to further educate staff on the key principles of the Player Health strategy and how they can take action to support and maintain a healthy player base. 
  • AGILE VISION STATEMENT -With a team of six , I had to design an open world exploration game and it's user experience to promote awareness of player health and infuse positive play behaviors for BCLC employees who aren't player facing.  
  • TEAM - I worked along with a multidisciplinary team with programmers,project manager,artists from different countries for a period of 4 months.

My Role and Responsibilities

My role in this project was User Experience designer and Game designer.
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UX Design and Research

Develop user persona - Design research - Conduct user testing - Map player journey with user touchpoints.  

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Game Design

Open World Game Concept Design - Player design - Level design - Risk and rewards design.

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Rapid Prototyping

Create different fidelity mockups - Create Control flows - Create Wireframes and storyboards.

Creating Target Persona

  • Narrowing on Target Persona  -We were dealing with an unique situation, as the problem was to address player’s health but we were asked to design a digital solution to the employees. The company’s vision was to address the former by empowering the knowledge of the latter. Thus, after a lot of research and in-person discussion to validate the research, I was able to narrow down our target persona. 
  • Empathize with the target group - I conducted online and in-person user surveys where the employees were asked to answer a questionnaire about player health. This helped me to understand the work routine of BCLC’s employees in the different department, and to know in detail the level of exposure the employees had to the player using BCLC products. This supported me to empathize with the employees viewpoint and thus define the UX of the game better.  
  • Impact/Exposure vs Effort Map - With the research data I was able to map the exposure level that helped me to prioritize the target group of employees having higher impacts. This group became our primary targets that the game was designed for.

I conducted User Testing with the target group, BCLC Employees to study the engagement level and fun factor of overall gameplay and individual games. I planned to examine efficiency and usability of specific features for overall UX.

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Planning and Preparation

Quantitative amount of testers were chosen with clear goals for the user test well planned.  

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Execution and Observation

In addition to the follow-up questionnaire to the players, their emotions at different touchpoints were made a note of with emoticon mapping.

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Reflection and KFC Report

I used google forms to record user test results and reflected upon it to prepare the "Keep-Fix-Change" report.This helped to streamline the next sprint goals.

I created detailed control flows for every game action which illustrated the causes and effect of the player interaction with the game elements, thus giving us better clarity of the user experience flow in different touchpoints of the game. As a first step,I mapped these control flows using sticky notes and after brainstorming with programmers, artists converted them into digital format. Using stickies as the first step helped us to accelerate on changes in flows before putting efforts of digital artifacts, thus saving time.


I wire-framed every sequence of the control flow, in the open world exploration inclusive of the mini games at different spots of the islands. This facilitated easy understanding of the control flow triggered after every user interaction with the game. I converted the initial hand-sketched wireframes into digital using Sketch software.

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Rapid prototyping was a key skill to be deployed at different stages of product development.On solidifying the design goals for every sprint, I quickly prototyped them in the best effective way, from physical boards to digital playable game prototypes. Every prototype was user tested and with every iteration, the game grew better integrating the content of player health into it. As you can see even the name of the game went through this iterative process, from "Let's move" we finally arrived at the title of "Journey to player health".





My UX Design Process

I have a planned framework for my UX design process, although it is subjected to be flexible aligining to project timeframe and every sprint goals. The major phases of my UX design process are :
Research - Stratergy - Implement - Deploy - Measure & Optimize - Enjoy

I'D LIKE TO THANK

…our generous and patient client from BCLC’s Responsible Gambling and Innovation divisions – Patrick, Bethany, Juliette, Ellie, Lindsay, Skye, and Simone – plus Ian. And to all BCLC employees and CDM cohort that have participated in our user testing activities that gave us valuable feedback and input. As well as a very special thanks to our advisor, Patrick Pennefather, for guiding us all the way through the project.

Gameplay Video

The player starts in one of the four islands. He explores the island and interacts with the different game spots.On successful completion of the game spots, he is been rewarded with loonies which he can trade in for a ferry ticket to the next island.At every spot, the player gets to know more about player health, in a gamified way thus retaining the fun user experience throughout the gameplay. 



© 2018 @ Vivek Ravichandran | UX Designer | QA Analyst