Collaborative Design Practice - Task 1 : Empathy Map & Problem Statement
22/09/2025 - 26/10/2025 ( Week 1 - Week 5)
Ho Winnie / 0364866
Collaborative Design Practice / Bachelor's of Design Honors In Creative Media
Task 1 : Empathy Map & Problem Statement
1. Task 1 : Empathy Map & Problem Statement
For this redesign, I have teamed up with a group of talented classmates — Lin Si Yan, Chong Hui Yi, Ng Kar Yee, Lew Guo Ying, and Melvin Yung — with me, Winnie, serving as the team leader. Together, we aim to refine the visual and gameplay experience of The Gluconomy, ensuring it becomes more cohesive, engaging, and educational.
| Fig 1.1 Team Members |
We started by playing the original version of The Gluconomy, which Mr. Shamsul kindly brought to class. Through this hands-on session, we were able to experience the gameplay firsthand and identify several pain points that needed improvement. The main issues we encountered were related to the tokens, game board, and cards — the gameplay often felt cluttered, visually confusing, and disconnected from the scientific theme. This initial playtest gave us valuable insights to begin our Empathy Map and Problem Statement development.
| Fig 1.2 Original Assets From The Game |
1. Game Research (Overview of Tabletop Game Types)
Task: Collected references of similar tabletop games — focusing on board and card games — to study their mechanics, packaging, and visual styles. Me, Yanny and Hui Yi will focus more on the cards ( including power cards, stock market ) while Guo Ying , Kar Yee and Melvin would focus more on the gameboard.
| Fig 1.3 Reference For Cards |
Task: Defining 2–3 target player types such as bioscience students, casual players, and competitive gamers.
To ensure our direction aligned with the original game’s intent, we even consulted the original creators of The Gluconomy. They confirmed that their primary and initial target audience was indeed bioscience students, as the game was originally designed to help them better understand the process of glucose conversion to ATP in an interactive way. This confirmation helped us refine our personas and focus our redesign towards an audience seeking educational yet enjoyable gameplay.
Design Brief -
The existing version of The Gluconomy lacks visual cohesion, scientific clarity, and gameplay usability, causing confusion and weak player engagement. Current components such as the board, tokens, and cards feel disconnected from the glucose–energy theme and make it hard for players to stay immersed or learn effectively.
Therefore, our project focuses on revamping the visuals and structure of the game to better connect the bioscience (glucose-to-ATP process) and economic (resource management) elements — creating a balanced, interactive, and educational experience that enhances both understanding and enjoyment.
Empathy Stage - Define
Concept & Theme Development : Moodboard & Art Direction
After completing our empathy mapping and identifying key pain points, we moved into the Define stage, where we began brainstorming our concept and theme direction for The Gluconomy. Our goal was to reimagine the game in a way that feels more engaging, educational, and character-driven, while maintaining the connection between bioscience and economy.
Concept :
Our concept is to present The Gluconomy as a character-based educational game that visualizes how glucose converts into ATP through fun and strategic gameplay. Players act as “cells” who must collect, invest, and manage energy resources to stay balanced — similar to how the body maintains its metabolism.
We plan to introduce mascots and food characters to make the learning experience more relatable and visually appealing. Each food character represents different glucose levels — for example, high-glucose foods like candy and grapes increase the “energy market,” while low-glucose foods bring stability or balance.
| Fig 1.6 Concept |
Color Palette :
For our color palette, we chose soft pastel tones to reflect the approachable and educational nature of The Gluconomy. The pastel colors create a friendly, non-intimidating atmosphere that makes complex scientific concepts easier to understand and more enjoyable to interact with.
The palette includes gentle shades of mint green, peach, lavender, and sky blue, which symbolize energy, balance, and clarity — aligning with the game’s theme of glucose and ATP regulation. These colors also help reduce visual clutter, ensuring that the cards, tokens, and game board remain clear and visually cohesive during play.
Overall, the pastel approach enhances the character-driven style of the game, keeping it fun, modern, and accessible to both bioscience students and casual players.
| Fig 1.7 Color Palette |
For our typography, we selected two complementary fonts that align with the playful yet educational tone of The Gluconomy.
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Your Doodle Font (Heading):
This font was chosen for its handwritten, approachable style, giving the game a fun and friendly character. It reflects the casual and creative energy of our design, appealing to both students and casual players while maintaining readability in titles and headings. -
Naturalist Font (Body Text):
Used for descriptions and gameplay instructions, this font has a soft handwritten flow that complements the doodle-style heading. It keeps the educational content approachable and human, reducing the formal, textbook-like feel often associated with science learning.
Together, these fonts create a cohesive, character-based visual identity that reinforces the game’s lighthearted and accessible theme — blending science with play.
They also expressed excitement about our plan to incorporate more scientific elements and terminology, as the previous version leaned too heavily toward the economic aspect. This feedback validated our approach — confirming that our redesign not only enhances the game visually but also strengthens its educational purpose by restoring balance between science and strategy.
Final Task 1 Submission :
3. Reflection
Observation:
We observed that many of the design and usability issues stemmed from a lack of visual hierarchy and thematic balance. While the original version had an engaging concept, it was visually cluttered and leaned more toward the economy side, leaving the scientific aspect underrepresented. Players, especially bioscience students, needed clearer visuals, better game flow, and more scientifically meaningful interactions to stay engaged and understand the learning objectives.
Findings:
From these observations, we concluded that the most effective way to improve The Gluconomy was to introduce stronger scientific connections while maintaining its playful tone. Our pastel, character-driven approach successfully bridges this gap — making the game more approachable for casual players while reinforcing biological learning for bioscience students. The creators’ positive feedback confirmed that our direction not only modernizes the visuals but also restores the balance between fun and education, aligning perfectly with the original learning intent.
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