MARS
por Quique Rodríguez @quiquerodriguez1984
- 44
- 0
- 0
(2019)
Case study
Mars. Strategy-driven complex learning
Problem
Companies HR complaint, legal policy or culture are dense and difficult matters that often require arid processes, with large time investment and productive hours loss. This creates a pain point both to consolidate senior employees, and to imbue the new ones with corporate values.
Solution
A social strategy, City Builder type game, in which the very employees assimilate content with a self created, gamified questions - answers system on a given topic. Their hits (or failures) will allow them to obtain resources in order to build a colony on Mars.
My role
When I joined the project, there was a partial approach to functionality. Because of tight timings for MVP, I was assigned to evaluate and refine all the existing user experience (UX flows and interactions mainly), tackle it from there and apply my proposals directly on user interface (UI).
What I did
· Conceptualization and ideation (flowcharting).
Tools: Hand drawing, Gliffy
· UI design (based on UX input).
Tools: Figma
· UI functional prototyping.
Tools: In Vision
· CSS review (look & feel, transitions) along with front-end crew.
· UI/Dev iterations follow up for MVP, Beta and releases.
Tools: Asana
· User testing.
The proccess
Goal
Employees success on complex learnings, minimizing time investment while enhancing gamification at the same time.
Stakeholders
Young or mid aged employees with:
· Average or high tech profile.
· Casual culture and leisure apps use.
· Mid - high City Builder games use.
· Mid - high strategy games use.
User tasks
· Create questions and answers for others with an economic impact.
· Answer to others questions and answers with an economic impact.
· Put others questions to debate with an economic impact.
· Set buildings in order to form a colony.
· Visit others colonies.
· Challenge others colonies.
· Consult an overall view after each round.
· Consult rankings.
· Consult a personal profile
A glimpse: R+D Center
Problem
After approaching the main map functionality (my colony), we noticed the Q&A system was defined in terms of how it should behave, but had no connection to the game's narrative. This represented a break point in the assimilation of content.
Solution
I proposed to include the Q&A system inside a new hotspot, the R&D Center, which as colony core would play the role of cultural institution, debate room and economic booster. The player was required to visit it on every new turn, and could generate his/her contents, answer or challenge those of others. This solution improved the sense of challenge and encouraged employees to become more involved in the games.
0 comentarios
Entra o únete Gratis para comentar