COLLABORATIVE DESIGN PRACTICE TASK 1

 23/09/2025 - 26/10/2025 
DAVIES ANNIKA ANGELA 
COLLABORATIVE DESIGN PRACTICE 
BACHELORS OF DESIGN IN CREATIVE MEDIA
TASK 1: PROPOSAL




INSTRUCTIONS

For this module we are to 

  • Work collaboratively in multi-disciplinary groups
  • Develop clear and creative project briefs
  • Design concepts that align with the intended user experience
  • Create prototypes or mock-ups based on these designs
  • Ensure the prototypes are suitable for user testing
  • Apply all outcomes specifically to a table-top game project

WEEK 1 - WEEK 4

In this week we were briefed about what the game is about, as well as playing the game to get a proper understanding of the tabletop game. We chose Sugar high as our game. It is a game used for educational purposes and teaches about the science behind how sugar turns into energy. (cellular respiration).

After we played the game we had a few pain points which were 
  • Gameplay often felt cluttered
  • Visual elements were confusing
  • The overall experience felt disconnected from the game’s theme.
Assets from client 



RESEARCH

We then did research on what our game could look like based on what our clients requested as well as succesful games that involve sugar or candy as well as popular card games i.e candy crush and uno.

brainstorming

My Ideas 

For this mood board, I explored visual ideas for Sugar High by focusing on making the game feel cute, fun, and playful, in line with what the client wants. I was especially drawn to candy-inspired visuals, pastel and bright color palettes, and rounded, friendly illustrations, as these elements help create an inviting and light-hearted experience. The use of expressive food characters adds personality and humor, which makes the game feel more engaging and memorable rather than overly educational.

Typography also plays an important role in this direction. I looked at bold, rounded, and hand-drawn style typefaces that feel playful and energetic, helping to reinforce the fun tone of the game. These types of fonts are easy to read while still adding character, which is important for a tabletop card game where clarity and visual appeal need to work together. Overall, this mood board helped me define a cohesive visual direction where illustration style, color, and typography all work together to support a cheerful and cohesive Sugar High game experience.

We then divided the work that we need to research on I was to make the user persona's. Initially it was a bit difficult figuring out the user personas based on the interview data but after our presentation we settled on 13-19 years. We then collected new data and refined our User personas. I had initially done them using the ineterview data and empathy map, then Shawn refined them.


USER PERSONAS




PROBLEM STATEMENT

  • Teenagers need a visually engaging and relatable way to learn about food and nutrition
  • The current Sugar High prototype lacks visual appeal, consistency, and excitement

EMPATHY RESEARCH

  • After completing empathy mapping, we moved into the Define stage to develop the concept and theme for Sugar High
  • We used mood boards and art direction to explore visual and thematic directions
  • Our goal was to reimagine the game to be more engaging, educational, and character-driven
  • The redesign maintains a strong connection between gameplay and bioscience concepts.

MOODBOARD 

initial moodboard 



This mood board captures a bold, playful, and high-energy visual direction inspired by sugar, snacks, and pop culture. It features bright, saturated colours like pinks, oranges, yellows, and blues, which immediately create a sense of fun and excitement. The use of cute illustrations, candy motifs, and exaggerated graphics makes the theme feel youthful and approachable, aligning well with a teenage audience.

The typography is rounded, chunky, and expressive, reinforcing a light-hearted and game-like tone rather than something overly scientific or serious. Elements inspired by snack packaging, pop art, and sticker-style graphics give the board a contemporary, trendy feel that feels familiar and relatable.

Overall, the mood board communicates a direction that is cute, energetic, and visually stimulating, helping transform the Sugar High game into something that feels engaging, character-driven, and fun—while still setting the stage to subtly introduce bioscience concepts in a non-intimidating way.

                                 
Final moodboard

This mood board presents a warm, earthy, and comforting visual direction inspired by natural sugars and baked foods. The palette of browns, caramels, beiges, and creams creates a cozy, approachable tone that feels grounded and familiar.

The cookies play a key role in softening the theme, their round shapes, star cut-outs, and textured surfaces make them feel cute, friendly, and inviting rather than overly serious or scientific. This adds a sense of charm and playfulness while still staying true to a realistic food aesthetic.

Overall, the mood board balances educational clarity with visual warmth, using cute cookie imagery to make nutrition and bioscience concepts feel more engaging, comforting, and easy to understand.

TYPOGRAPHY

Baloo 2 font

Baloo 2 

  • Mainly for headings
  • The font was chosen for its bold, rounded letterforms that feel playful and approachable
  • It adds a sense of warmth and friendliness, making titles and headings inviting
  • The font maintains strong readability despite its expressive style
  • Its curved forms align well with the game’s lighthearted and engaging tone

Poppin font


Poppins

  • Features a clean, modern sans-serif style that improves readability and accessibility
  • Helps keep gameplay instructions and educational content clear and easy to follow
  • Balances the playful title font with a more structured, professional tone
  • Its geometric form reduces visual clutter and supports a polished design
  • Maintains an approachable feel while ensuring clarity in longer text sections

FINAL PRESENTATION



REFLECTION

Experience 

I found the experience to be quite eye opening when it comes to working with a client but also the brainstorming process was interesting as well because we needed to be creative but at the same time make sure we continuously keep our target audience into consideration. I enjoyed playing the game in week one and actually found it to be engaging. 

Observation 

I observed that it is important to consult with the lecturers and found it really eye opening when Dr Luqman gave his opinion on certain aspects of the game and how to maintain consistency in the game as well as making it industry standard. I observed that empathising with target users is incredibly important to streamline the design process. As a team we also discovered that the users prefer very simple and cute visuals.


Findings 

One of my important findings  from this process was realizing how important conceptual alignment and user-centred design are in creating an enjoyable tabletop experience. We also found when it comes to games like this simplicity is key and research on succesful games like uno give good insight on the initial stages of a project like this. 

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