Week 11: Design development Part II

Carrying on from my previous post, I am developing the game further…


  • Make and deliver a five minute presentation (Video, Keynote Presentation, Interactive PDF or similar) to evaluate the success of your industry project. Add initial reflections onto the Ideas Wall, to gain peer reflection, and post the final presentation in your blog.
  • Communicate an evaluation of the industry set project outcome and reflect on the project evolution, strategy, innovation, user testing, positioning, final delivery and success at reaching the target audience. Post your final analysis in your blog.
  • Design and deliver the final outcome of your industry set project. Post visual developments on the Ideas Wall, including the final outcome, and use your blog to reflect on detailed development.

Analysis of feedback

After getting feedback for my initial response here are the conclusions I can draw:

  • Linking on metadata, though simpler, is not engaging or interesting enough on which to base a game
  • The links can bounce from one end of the collection to another, and this is not strong enough for a game
  • There needs to be more of a narrative between objects and the links between the groups
  • Challenges should be more restricted rather than across the whole collection
  • Levels and game objects to collect to should be included
  • The player needs a takeaway from the game, perhaps as a points score or as a map of the journey they have taken through the network
  • Avoid feature creep, and trying to do too much. Start simple.


As I got feedback from John Stack and others that linking metadata was not interesting, I decided to borrow a connecting link from James Burke’s Connections TV show in the 90’s to provide an interesting narrative:




There’s also the option to select a multi-choice answer to make the links, in an easier version of the levels based on the description so that the players have to engage:



Correctly linking objects will allow users to score points too:



When the player exits the game, they will have several things to take away with them. One, their score based on the connections of how they performed in the games and how well they navigated around the collections:


Two, a visualisation of the paths they have taken through the collection on each journey so that they can see the objects in perspective and see how far they can go. If the user has had multiple sessions, they can see all their journeys on the map.


Three, a piece of artwork generated from the objects the user has seen in this session viewed in a number of ways, shared on social media:



Ideas Wall

Made with Padlet

One thought on “Week 11: Design development Part II

  1. Pingback: Week 10: Design development Part I – Anna Robinette

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