Tools of Curiosity
Project Overview
The Innovators for Purpose team began exploring economic and educational disparities in our own neighborhood. We started 2 Blocks, a student-led movement aimed at advancing equity in Cambridge education, as a result of our research. 2Blocks has produced several projects, including Tools of Curiosity, a 3D puzzle game app. Tool of Curiosity is based on a book written by Microsoft software developer Sue Loh called Raven.
Roles:
User Research
Visual Design
Prototyping
Team:
Project Lead
2 Student Developer
3D Designer
Timeline:
1 Month
Tools:
Adobe XD
A-Frame
Scope
The Problem
We learned that in Cambridge MA, in spite of its vast resources, was not immune to the problem of economic and educational disparities. We began to question why do schools in the Port neighborhood NOT reflect the advanced technological atmosphere of Kendall and MIT.
The Objectives
Develop a MVP that will spark student interest in technology and turn heads among Cambridge stakeholders. This mini-game aligns with our commitment to:
How It Came About
2Blocks, a Student Led Movement
The team was eager to set the bar high after just finishing an amazing augmented reality experience called THIS SHOULD NOT BE. During our weekly meetings, we focused on an issue that is slowly rising in Cambridge. The Port, located within walking distance of Kendall Square - the most innovative square mile on the planet - has not enjoyed the same success.
Cambridge-based articles we read, reflected, and had conversations about.
Learning From Those Around Us
Innovators Compass
As we familiarized ourselves with the story, we broke up into smaller groups as a team to discuss possible opportunities, HMW's, and additional findings. By using the Innovators Compass activity, we were able to think big and bold.
People - Who’s Involved?
Observations - What’s happening? Why?
Principles - What matters most?
Ideas - What ways are there?
Experiments - What’s a step to try?
Among the interesting experiments we thought would be engaging Cambridge students with informative social posts, hosting talks with high representatives, creating interactive products, creating Q&A's, and creating videos.
Residents & Stakeholder Sessions
During the summer, we hosted several design and research reviews to hear from Cambridge residents and stakeholders. Our questions ranged from teachers to professionals to parents to community leaders, to allow them to express their thoughts and concerns.
Several agreed with our message and offered their own suggestions, including designing another initiative, reaching out to the CPSD community with data, and engaging in hands-on activities. Additionally, participants mentioned strategies they'll implement themselves, such as sharing and moving information.
Understanding Our Game Interactions
Whiteboard Sessions
It was time for a meeting of the minds. Together, the designers, artists, and developers determined what was technically feasible. One of our guest mentors, Jessie Rusak, is a Microsoft software developer who helps us facilitate discussions on how users interact with our input system, such as:
Player Movement - A 2-D tracker made up of equal-sized squares, with one square representing the start and one representing the end. To control its path, a player can select commands like "rotate left", "move forward", etc. You will be able to move it like a chess piece.
Level Design - Progression through levels would additional elements such as keys, locked doors and pressure plates for the player to overcome.
Platform: We remove the barrier to users installing apps by using a 3D environment tool, such as A-frame..
Structuring The Content
Information Architecture
The information architecture of the game was the first thing I focused on before doing the visual design. To create a positive user experience, we needed to have a shared understanding of where to place the content. Players would find our game difficult to navigate if this step was overlooked.
Wireframes
Sketches were inspired by hours of research studying sci-fi and tech game interfaces, as well as discussions with our project lead on key features.
A Level Selection Screen - The number of levels the player has completed.
About - This is where they can learn more about Raven, iFp, and how to play.
Settings - Where sound and music settings can be found.
Visual Layer
Moodboards
Due to the genre of Raven, we chose a sci-fi and technological style for the user interface.
2D Prototype
In order to guide our development team, these prototypes were made and used as a reference. It was intentional to incorporate science fiction elements into all the design components.
Tool Tips
I created a mini tutorial for users to guide them through the various interfaces in the game. Through the help screen, you will always be able to access this tutorial.
Design to Dev Handoff
3D Prototypes
To bring our MVP as close to reality as possible, assets were sent to our development team to be brought into A-Frame.
Wrapping Up The Summer Sprint
Outcome
At the end of our summer sprint, we gained a great deal of public support for the future iterations of this project and its integration into the larger 2Blocks movement.