26/9/2025 - 26/12/2025 (Week 1 - Week 5)
Shawn Wong Kai Hen / 0375372
Collaborative Design / Bachelor of Design (Hons) in
Creative Media
Collaborative Design Practice - Task 1
INTRUCTIONS
LECTURER BRIEF
Important Link
Weekly Progress
Week 1 - Module Brief & Group Arrangement
In the first week, Mr. Shamsul gave us a briefing about the
project. We will be collaborating with the Game Studies April
2025 semester, treating them as our client. Our task is to
redesign their game, including the visual identity, cards, box,
and instructions.
We were given two game options to choose from: [Sugar High
and
Gluconomy].
Each group must have 5 members. My group chose
Sugar High
as our selected game. Below are the names of my group
members:
-
Shawn Wong Kai Hen / 0375372 - [Me / Leader]
-
Wee Jun Jie / 0375271
-
Davies Annika Angela / 0362108
-
Terence Jenifer Pangestika / 0367132
-
Felita Yesica Ardiya Soewanto / 0368093
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Fig 1.1 - Group Arrangement
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This week, the creators of
Sugar High
visited our class to explain the game rules in detail. After
their presentation, we had the opportunity to playtest the game
ourselves, which helped us understand the gameplay and mechanics
more clearly.
|
Fig 1.2 - Week 1 Documentation
|
After the playtest, I finally gained a clear understanding of
how the game works, compared to being completely unsure at the
start.
Week 2 - Design Research
During this week, as the group leader, I started arranging
tasks for my team. Since I was still trying to fully understand
the project requirements, I created a weekly timeline to guide
what we need to complete each week.
For Week 2, our focus was to gather design research and
references. I created a Miro board so everyone can access it and
upload their references. This makes it easier for us to discuss
and decide on the styling we want to use.
Fig 2.1 - Design Research Reference
After completing our research, we presented our findings to Mr.
Shamsul in Week 2 and discussed the possible styling directions.
In the end, we decided to use a
Sugar and Candy Pop
style for our design.
Week 3 - Progressing for the Art Direction
This week, we had an online class. Our group presented the
progress we have made so far, along with our interview
questions. I forgot to take a screenshot during the session, but
overall, our progress is on track. For next week, we were
advised to show more detailed art direction for the game. We
also shared some initial reference research based on our chosen
style to help us develop the moodboard.
Fig 3.1 - Decided Styling Reference Research -
Moodboard
We also presented our interview questions and decided to
conduct the interview in an audio format. We have prepared a
set of questions, and you can click the link below to view the
interview questions and the interview video!
-
View Interview Question - Here!
-
View Interview Video - Here!
Although we divided the tasks among the group, most of the work
on the Miro board was completed by Jun Jie and me. Felita
contributed by preparing the document for the interview
section.
Week 4 - Interview & User Persona and Empathy Map
This week, Mr. Shamsul informed us that we will need to present
our empathy map, user persona, and problem statement next week,
along with our styling direction for the card, packaging, and
gameboard designs.
For Week 4, we began analyzing our interview video to create
the empathy map and user persona. Our target audience is
teenagers aged 13–19, with a stronger focus on older teens
(17–19) who are more suited for strategic gameplay.
Fig 4.2 - 3 User Persona
We prepared the empathy map and user persona this week.
The user persona shown here is the refined version after
our Week 5 presentation, as I forgot to keep the earlier
draft for the blog.
I also began working on the presentation slides for our
upcoming presentation. However, while preparing them, I
realized that our progress was slower compared to other
groups, with most of the work being done by Jun Jie and
me.
Fig 4.3 - Working on Presentation Slide
Week 5 - Presentation & Submission Week
This week, we presented our work to Mr. Shamsul, Miss Anis,
and Dr. Luqman. The feedback they provided was very
valuable, especially regarding the areas we need to improve
in our art direction.
Access Our Presentation Slide - Here!
Fig 5.1 - Final Task 1: Empathy Map and Problem Statement Slides
REFLECTION
Experience
Working on
Sugar High
was a hands-on and fast-paced process that started
with playtesting the original game. Testing the
gameplay helped us understand how players interacted
with the mechanics and where improvements were needed.
As we moved into redesigning the visuals and refining
the flow, we focused on creating something clearer and
more user-friendly. The shift from a “Sweet but Edgy”
candy theme to a cookie-based concept became an
important turning point, giving the game a warmer and
more cohesive identity.
Observation
Throughout development, visual consistency proved to
be a major factor in how players interpreted the game.
The earlier version felt energetic but lacked unity
and sometimes distracted from the educational message.
We observed that players responded more positively to
simple, familiar, and clean visuals—qualities that
aligned well with the cookie-themed direction. Clear
typography, balanced layouts, and readable information
also played a critical role, especially when
communicating scientific content.
Findings
Our main insight was that a strong theme and
user-centered design greatly improve the overall
experience. Simplifying the visual language and
grounding it in everyday sweet elements made the game
more engaging and easier to understand. The
cookie-inspired approach strengthened the visual
harmony and added a friendly, character-driven tone.
This process highlighted the importance of feedback,
iteration, and designing with player experience as the
core focus.
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