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Idea Process

of

Connected Times

"Connected Times" is a concept artwork of a Light Art installation intended for iLight 2018 at Marina Bay, Singapore.

It was also my 1st Assignment for the module, Designing User Experience.

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The theme was Bridges of Time - Mixing two forms of connectivity;
Tangible connectivity - Bridge

Intangible connectivity - Time

Thus, I created 4 figures. Each figure represents a child, teenager, adult and elderly. Additionally, they will have coloured lights of Orange, Yellow, Green & Blue. Their glow intensity is also from strongest to dimmest, respectively.

Orange represents the 'liveliness' of ourselves when we were children.

Yellow represents the 'confusion' in the early phase of being teenagers.

Green represents the'nurturing' care of adults have for their children.

Blue represents the 'experience' of the elderly to teach the younger generations.

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The installation is to indicate that every milestone in our life is interconnected. At the same time, our health is depleting.

However, that does not stop us from being connected to our past, present and future. We undergo many emotions and obtained many values over the years. In conclusion, Time has made us who we are and enabled us to bridge the different periods of our time like a circle with connections.

Since Connected Times may be displayed to the general public, I envisioned how the users would interact with it.

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Lastly, I have to find out how users would find out about Connected Times in order for them to interact with it. So I planned a User Journey on the different possible routes users would take to find out and interact with Connected Times.

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Usability Testing

on

babes.org.sg

babes.org.sg is a website dedicated for pregnant teenagers. Their aim is to give support to pregnant teenagers who may be estranged or marginalized by their families or society. Below are the slides based on a study I conducted on how users would see, think, feel or do when they interact with the website.

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This page is from found from "Babes Your Friend" > "Our Board".

This page is from found from "Babes Your Friend" > "Our Board".

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After interacting with the page, I found some key themes that needed to be addressed.

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Afterwards, I decided to create a Persona for a potential user of the site. Her name is Dawn and she is an aspiring animator who loves cats. Due to an unfortunate mistake, she became pregnant at the age of 16.

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Then I have the user try to interact with the site while I record what she does, feel and say.

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Then, I come up with solutions to solve the problems on the page.

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When that's done, I create a table on the summaries of the problem encountered and the approximate cost for the design effort and development effort.

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Lastly, I create the User Journey on how the user would interact with the site and eventually contact the staff.

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Idea Process

of

SLEEP

"SLEEP" is a fictional Horror Visual Novel created by a fictional company called "UXIST". (Done by me and my group).

We created a Persona, an Empathy Map, a User Journey and a Day in Life Storyboard of a potential player of our game. Note that the slides was done as a group so none of these are done solely by myself. I was the however, the designer of the background of the Day in Life Storyboard (Not the icons). The rest of the work was done by my group members in which I am thankful for their hard work.

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As SLEEP is a Visual Novel with a horror theme, we decided that the player will make meaningful decisions that determines the outcome of the end, be it gruesome or rewarding. Our story pays homage to a well-known creepypasta known as "The Russian Sleep Experiment" in which Prisoners of World War II are experimented by the Nazis of the effects of a new gas they invented that prevents an individual from sleeping.

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The story involves a prisoners held captives by doctors & scientists in which they are being experimented for the sake of Scientific knowledge. Players can choose to play as the Doctor or the Test Subject in which they will experience both perspectives of the very wicked experiment that gone wrong. The decisions that players make will affect the "Sanity Meter" which determines a good ending when kept high and vice versa. Currently, it is planned to be just a Visual Novel but there are plans to expand it into a playable Virtual Reality Game.

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Eva is a persona we created of someone potentially playing our game. She is driven by rewards and does not do well with fear. Though she is a busy woman, she makes time to play our game.

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This empathy map shows what she might say, do, think, feel, hear and see when she plays the game. Additionally, she might experience some beneficial or detrimental things while playing the game.

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The user journey shows how she'll find our game and how she will interact with it. Her decisions will be consequential to her Sanity Meter and most likely terrify her greatly, unable to sleep well.

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A Day in Life shows the activities she does before and after she plays the game. It is a general chart on the lifestyle of our target audience, mainly teenagers to young adults.

To conclude, the potential players of SLEEP can be anybody with an interest in horror. They will be likely to play the game at night and have a frightening experience of the game based on the different outcomes of their decisions in the game. They key selling point of the game is the psychological horror it emits with suspenseful build-ups and graphic imagery.

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