MINOR PROJECT


13.04.20 –
Week 1 – Week X
Feryn Juliesta Sulia (0336407)
Minor Project
Projects

LECTURES

Lecture 1: Introduction to the module
14.04.2020 (Week 1)

In the first lecture of this module, we were introduced to the module. We were assigned to a new group consisting of 3 students from computing school and 3 students from design school for our upcoming project. The upcoming project for our group is a project for Petrosains as our company client.

For further comprehension, we were given a short quiz to be answered and put in our blog.

1. Please describe what is Design Innovation based on the article "What is Design Innovation? by Alex Obenauer". Please cite some examples to elaborate on your observations.

Based on the article linked above, design innovation is a fundamentally innovative concept that altogether improves the way the user interacts with the product, and consequently the content of their lives. It's a design that is adding value to a product, not superfluous, utilitarian. And to obtain a design innovation, it would need a myriad amount of taste, empathy, creativity, and variety of inputs. And might I add, time, since good design innovation is ongoing, it requires learning from previous iterations and a deep understanding of what was observed. Understanding the roots of problems people and organizations face is inherently difficult and illicit to be ignored. This kind of empathy is necessary to solve some specific problems, a goal that people or organizations progressed to decent design innovation. Thereto, it needs to fit into its surroundings, does not force a design that meant for a different context.


One example from the article is iPhone X.



It adds to the note that design innovation doesn't exist without technical innovation to achieve a revolutionary product. The iPhone X had achieved its bezel-less design with the support of the technical innovation of a foldable OLED screen. 

2. Please watch these documentaries about Design Disruptors and write a short essay about what are Design Disruptors with cited examples.

 Disruption said here is seen as a problem, which needs to be solved. These problems put designers on work, pouring ideas and solutions to life and a utilitarian concrete and tangible product. Simply put,  designers here have a role as problem solvers and what they need to produce is a solution. And to solve these problems, critical thinking is needed. And a good solution to any problem is a design that allows people to live a productive life. As for this, design to solve a problem would be human-centered design and design thinking plays a big role in the process.

Product design manager of Pinterest, Mia Blume said that product designer has to be naturally a problem solver as they solve people's problem and work plenty with technology and business constraints to bring those ideas to life. Designers need to constantly be updated to the swift technology development to understand the change and have a more effective design thinking.



INSTRUCTIONS




PROJECT – VIRTUAL SCIENCE CENTER (TECH LAB)

Project Purpose – Background

Problem Statement

Petrosains gallery exhibition focuses on teaching 10–18-year-old school students about science, technology and math. On a normal day, they are always packed with students that visit to support their learning process. And in spite of this pandemic situation that is happening worldwide, the students can't come to the Petrosains gallery exhibition. Therefore, Petrosains wish to come to the students instead to continue providing their learning process.

Project Objectives

An integrative website application or mobile application linked to current Petrosains website as a learning material for students from home. Introduce science in an attractive manner especially for the 10–18 year old audience.

Here's our first presentation slides:


After we have presented this to the Petrosains, they decided to take one or two of our group members to their actual space in KL because the coding game we proposed didn't mirror what's Tech Lab is about. 
We discussed a new concept of the coding game further with the computing students and came up and progressed with this one;

Drone Coding Game Storyline


Drone Coding Game Flow

Drone Coding Game Moodboard and References

Drone Coding Game Environment

Drone Coding Game Drone Design

Drone Coding Game UI Design



Drone Coding Game UI Design and Poster


Drone Coding Game Icon

Drone Coding Game Certificate

Artificial Garden Game Description

Artificial Garden Game Flow

Artificial Garden Game Moodboard and References

Artificial Garden Game Assets
Here's our final compilation slides:


REFLECTIONS

Week 1
This module seems exciting since we get to work in a group and to an actual client.

Week 2
I got more glimpse into what kind of project are we going to carry for the semester, I was a bit anxious as we were told that we have to create a virtual space which I never did before. 

Week 3
I got an even clearer idea of what actually needs to be built for the project, i have heard of coding games before but have never tried to play, so with this project I got more reason to experience coding games. As for the virtual space, the unity will be handled with one of our teammates that specialised in new media and we can help by finding the right assets to put into the space.

Week 4
We start using and write down our progress in miro more comprehensively, by creating a mood board consisting of coding game and a few game direction references, it’s easier for us to come up with the storyline, game flowchart and style or the art direction for the game.

Week 5
We were suggested to go for the low poly look and with the isometric top down view we agreed on, I can see where the direction of this game is going, we start to create assets with the specific style we agreed on. I designed the character, the environment, and assets for the game. It was a bit hectic and exhausting since the next meeting is the presentation of our game proposal to the client. But I had fun in the design process. 

Week 6
We need to change our environment and storyline as well as our virtual space as our space idea was not align with what they have in the actual tech lab, two of us need to go to their actual place to get a clear idea on what they have in the tech lab, I couldn’t since I wasn’t in Malaysia, so I get to see the actual place through documentations that will be collected by our teammates who went there. We start discussing new possible ideas with the computing team and start to create the new storyline, game flow in detail as in how each level will go, new character, environment and the assets for the game. 

Week 7
I started to visualize all new assets, characters and environment for the game since we will be  approaching a completely different art direction. We need to keep our weekly progress as progressive by using a gantt chart to keep it relevant every week. 

Week 8
We need to focus on teaching coding to the targeted age and the designs made not exactly focusing on the objective to teach coding. The isometric designs are a bit challenging and unless the purpose of the isometric design is to add challenge to the game, it would be ineffective. If we are going to go for isometric style, we need to do user testing and if the objective to teach coding is not deliverable then this project will be considered a failure. We might need to change the 3d approach to 2d as the 3d approach would be useless considering the game would be in a top down view. We also have to come up with a moodboard on how the overall look of each game level will look like. We had to discuss further with the computing team, and they decided to go for the 2d. We also need to keep our gantt chart relevant.

Week 9
This week we continued to work and improve the environment graphics and refer more to the UI design. As for the artificial garden’s graphics which also need to be improved since the perspective wasn’t pleasant and the graphic assets were not recognizable. 

Week 10
We keep continuing our improvement on environment and make some adjustment to the colour since it was dull, i realised that we were referring to much to the UI design and it ended up being tedious. We realised we need to localised our graphic and refer more to how Malaysia visually communicate buildings and public services we include in the game, like hospitals. As for the KLCC, since top down view makes it not looks very much like KLCC, we were suggested to put the KLCC logo on top of it.

Week 11
We have discussed on how to improve the whole visual design of the game and decided to add more interesting assets to the game, like swimming pool, benches, trucks...

Week 12
We are working on the completion of the unity space, animation as our game demonstration and some more graphic assets for the unity space. The IT team working on the interactivity.

Week 13
Progressing  on the completion of unity space, completing the animation for the gameplay. The IT team has finished with the interactivity but some assets are contorted and misshapen. 

Week 14
We work further on the animation since we will be depending to demonstrate the game with animation instead of the interactive prototype due to the inconsistency of it with the design prototype.














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