Collaborative Design Practice - Task 4 : Client Presentation

26/10/2025 - 7/11/2025  ( Week 10 - Week 14 )

Ho Winnie / 0364866 

Collaborative Design Practice / Bachelor's of Design Honors In Creative Media 

Task 4 : Client Presentation



1. Task 4 : Client Presentation 




1. Task 4 : Client Presentation

Requirements : 

This group project aims for you to collaborate in multi-disciplinary groups to write creative briefs, create designs that fit the user experience of the project outcome and produce the prototypes or mock-ups for user-testing that suits the table-top game.

Progression : 

A. Meeting The Original Game Creators - Tan Yee Qin & Her Team

I reached out to Tan Yee Qin, the leader of the original Gluconomy gameplay team, to invite her and her team to view our final outputs and experience the redesigned game firsthand. During this session, I presented our overall design concept, explaining how we translated the core gameplay mechanics into a cohesive visual system grounded in both bioscience and economic metaphors. 





We also conducted a full gameplay test, allowing the original creators to interact with the redesigned boards, cards, tokens, packaging, and manual. This exchange was especially meaningful, as it allowed us to demonstrate how our design decisions enhanced clarity, engagement, and thematic cohesion, while staying true to the original gameplay intent.





We received overwhelmingly positive feedback from the original gameplay team, who expressed excitement and appreciation for how the visual redesign elevated their game concept. They found that the updated components made the gameplay clearer, more engaging, and more immersive, while still preserving the original mechanics they had envisioned. In addition to the feedback, we also recorded a video of the gameplay session to document how the game functions in action and to showcase the final outcome of our collaborative design process
.




B. Presenting To Target Audiences - University Students 

Next, we conducted a user test with our target audience, which consists of university students. I invited two design students and one accounting and finance student to participate in the gameplay session. This mix allowed us to observe how players from both creative and analytical backgrounds interacted with the game, helping us evaluate whether the visuals, rules, and economic–bioscience metaphors were clear and engaging across different disciplines.



We received positive and encouraging feedback from the participants, who found the game engaging and easy to follow. They responded well to the visual storytelling and appreciated how the bioscience and economic concepts were translated into gameplay. We also recorded a gameplay video during the session to document user interactions and capture authentic reactions, which helped us evaluate the game’s clarity and overall player experience.




C. Compiling Client & Game Play Tester's Feedback Together 

1. Original Creators ( Tan Yee Qin & Her Team ) - Rated 10/10 

Overall, we really like the pastel-toned colour scheme and the cute, themed layout of the boards and all the components, especially the mascot, which is really adorable! These elements left a very good impression on us. The design is very creative, particularly the decision to separate the base camp, daily stock, and investment areas from the main board. This makes the gameplay clearer and less confusing compared to the version we developed.

Moreover, the game successfully integrates biological science concepts into the overall design, allowing players to better understand that the game is not only related to economics but also closely connected to biology. This combination helps reinforce the educational value of the game while keeping it engaging and visually appealing. Great job and we really like it very much. :)

However, during the test play, we noticed several slight differences compared to our previous experience with the game, such as the function of the power card “Insulin Attack,” the amount of glucose converted to ATP per round, the 15 ATP shortcut challenge and the way glucose tokens are kept after performing certain actions. Regardless, it is good to go as long as the rule is clearly defined and applied consistently throughout the game.

Additional recommendation (not mandatory): For the glucose tokens, a small container could be added. The left side of the container can be used for the player’s current on-hand glucose tokens, while the right side can be used for the bank’s glucose tokens. This would make it easier to take glucose tokens, so players would not need to keep taking them out from the plastic bag


2. Chong Cheng Tao ( University Student - Creative Media ) - Rated 8/10 

Visually, this game is great. The art direction is consistent, creating a cohesive experience from the box to the board. I love the mascot design, it’s a smart addition to target young generation. It makes the dry subject more lively and engaging. The color usage make it easy to distinguish each status (e.g. stock up, stock down), contribute to the short learning curve. 

The board design (the mitochondria) could be better by having a shape/outlines indicate where the glucose should be placed. Besides. I hope the colors could be higher saturation, which have a stronger impression for first time player.


3. Teu Yu Tian ( University Student - Creative Media ) - Rated 9.5/10 

The overall visual feelings is cute, casual, soft and fun. I can relate them to both economic and biology theme. But at first glance, i will relate it more to biology as the blood vessel and mithochondra board is a high recognisable element. It took me a while to relate the packaging with glucose/blood sugar level, as most people are more familiar with cube-shaped sugar rather than a hexagon glucose symbol. I got the hint through the game name Gluconomy. The stock market aspect is recognized through the stock market cards, ATP cash and mascot with cash symbol.

The text are highly readable and colour are consistent. I like the power card and Stock market back design which arrows and lighting. However, the unique mascot design grabbed my attention, the caracters are lively and eye-catching. I also like the power card design as it using storytelling illustrations to communicate card functions in a humorous and engaging way. 

For improvement, the token could also add facial expression to make it more customised and fun as it look plain now. The mitochondria board can be bigger, as I clutter many token on Bootcamp space, and it is non-stacakble which make it messy. 

Overall, i think it the visual delivered the game well, I enjoyed the visual, just some small improvement could enhance the experience.


4. Yofa ( University Student - Account & Finance ) - Rated 9/10 

Gameplay was really fun and intuitive. The concept of the game itself is an interesting amalgamation of two vastly contrasting fields; biochemistry and finance, which offers a new, unique experience for players. The pastel colour scheme fits the combination of themes, keeping the lighter colours typically associated with the human body with the main indicators of financial markets (e.g. green for bullish, red for bearish, etc). This clearly aligns with the normal scheme seen in a market price/volume interface.

The cute and whimsical-looking characters (+ the mascot) really solidifies the board game as a classic family-oriented pastime that appeals to all ages, whilst teaching the basics of both financial investment and the ATP cycle in a fun and intuitive manner. Something I would change is the 'Investment' feature of the game, as the name suggests a lower-risk action (as investment most commonly refers to growing your money slowly by putting it in safe assets with long-term prospects), which contrasts to the high-risk high-reward procedure akin to gambling that's present in the game.


Compilation Of Feedbacks & Pictures -


2. Feedback

Constructive feedback focused mainly on refinements rather than fundamental issues. Suggestions included improving thematic alignment between packaging and glucose symbolism, adding clearer placement guides on the personal boards, increasing colour saturation for stronger first impressions, enhancing token expressiveness, and reconsidering certain terminology such as “Investment” to better match gameplay mechanics.


3. Reflection

Experience

Participating in the gameplay testing phase was both insightful and rewarding. Inviting lecturers, the original gameplay creators, and target users allowed us to experience Gluconomy beyond the design table. Watching players interact with the cards, boards, and tokens in real time helped me understand how our design decisions translated into actual gameplay. Recording the sessions also gave us the opportunity to revisit moments of confusion, excitement, and engagement. Overall, the testing phase felt validating, as players were able to enjoy the game while understanding its mechanics with minimal explanation.

Observations

During the gameplay tests, I observed that players relied heavily on visual cues to make decisions. Elements such as the rising and falling arrows on stock cards, expressive glucose characters on power cards, and clearly separated main and personal boards helped players quickly grasp what actions to take. Design students tended to comment more on aesthetics and clarity, while the accounting and finance student focused on strategy and resource management. This showed that the game successfully communicated its concepts across different disciplines. Minor pauses during gameplay often pointed to areas where the manual or packaging could be clearer.

Findings 

From these tests, I learned that strong visual storytelling significantly reduces learning friction in games with complex systems. When players could “read” the game through images and layout, they engaged more confidently and strategically. The feedback also reinforced the importance of consistent iconography and hierarchy, especially in educational games. Most importantly, the gameplay tests confirmed that blending bioscience and economy through intuitive design metaphors can make learning both enjoyable and accessible when supported by thoughtful visual design.

Comments

Popular posts from this blog

Application Design 2 - Task 2 : Interaction Design Proposal & Planning

Application Design 2 - Task 1 : App Design 1 Self Evaluation & Reflection

Experiential Design - Task 2 : Proposal Development