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Urban design draws together the many strands of place-making, environmental stewardship, social equity and economic viability into the creation.

Slot Machine

Within the overhaul of the UI of the Social Game “Smeet” the Slot machines redesign was one of the mayor priorities.

Main Roles: UI/UX

Background

In this game, players engage with individuals who are often ignored in the Berlin metro, gradually uncovering their stories and personal backgrounds. Through these conversations, the once-invisible become visible, both in the game and in players’ awareness.

Goals

In my thesis, I was researching Procedural Rhetoric, the concept describing the way video games can use rules to communicate ideas and potentially produce behavioral changes.

Having players engage directly with the personal stories of homeless individuals in the game aims to humanize a social issue, allowing them to feel more connected to and compassionate towards people in similar situations in real life. Further, the game is supposed to encourage a deeper reflection on real-world social issues, challenging players to question their own beliefs and the systems that shape their perspectives.

Challenges

This project required managing a high workload as a solo developer, portraying homelessness with sensitivity, integrating nuanced procedural rhetoric, and crafting engaging gameplay that fosters empathy and awareness. These challenges were intensified by the responsibility of tackling a socially significant theme alone, making it crucial to navigate each aspect thoughtfully.

Genre: Social Game
Engine: In-House Engine
Tools: Photoshop, Flash, Miro
Team Size: 1
Duration: Jan 2023 – Nov 2023
Platform: PC, iOS, Mobile

Role(s) and responsibilities

Research

To understand our target audience, I created user personas to guide design decisions. Similar products by competitors but also the current product were undergoing evaluation to identify strengths, weaknesses, and opportunities. A journey map for the existing slot machine helped to identify further where the updated one needed a different approach.

Prototyping

The clear understanding of user needs and a close relationship to the user base lead to a short wireframing phase. The first low fidelity prototype was being was released quickly and A/B tested. The immediate response was overwhelmingly positive. The low fidelity prototypes received several iterations, incorporating feedback and data to refine designs continuously. I was able to experiment with design variations to determine what works best for users.

Iterative Improvements: Incorporate feedback and data to refine designs iteratively.

UX Designer

structure, promoting critical thinking about real-world systems and issues.
All Game Mechanics were implemented based on this very concept to research it further. They were directly tailored to teach awareness and empathy towards other people.

I developed the structure of the player’s journey, such as how they navigate conversations, learn stories, and encounter new perspectives. The game’s core mechanics, flow, and player interactions were designed based on this theory.

UI Designer

 

Key Takeaways

  • Prioritizing

Managing all aspects of development alone was challenging. This was worsened by a grand scope and high orientation to detail. In the future, collaborating with a larger team or delegating tasks could improve efficiency and allow for deeper focus on key areas, such as game mechanics.

  • Deepened Testing

While testing towards the end of development yielded valuable insights, conducting broader playtests earlier in the process could have identified usability issues and informed design adjustments sooner.

Slot Machine

Within the overhaul of the UI of the Social Game “Smeet” the Slot machines redesign was one of the mayor priorities.

Main Roles: UI/UX

Background

In this game, players engage with individuals who are often ignored in the Berlin metro, gradually uncovering their stories and personal backgrounds. Through these conversations, the once-invisible become visible, both in the game and in players’ awareness.

Goals

In my thesis, I was researching Procedural Rhetoric, the concept describing the way video games can use rules to communicate ideas and potentially produce behavioral changes.

Having players engage directly with the personal stories of homeless individuals in the game aims to humanize a social issue, allowing them to feel more connected to and compassionate towards people in similar situations in real life. Further, the game is supposed to encourage a deeper reflection on real-world social issues, challenging players to question their own beliefs and the systems that shape their perspectives.

Challenges

This project required managing a high workload as a solo developer, portraying homelessness with sensitivity, integrating nuanced procedural rhetoric, and crafting engaging gameplay that fosters empathy and awareness. These challenges were intensified by the responsibility of tackling a socially significant theme alone, making it crucial to navigate each aspect thoughtfully.

Genre: Social Game
Engine: In-House Engine
Tools: Photoshop, Flash, Miro
Team Size: 1
Duration: Jan 2023 – Nov 2023
Platform: PC, iOS, Mobile

Role(s) and responsibilities

Research

To understand our target audience, I created user personas to guide design decisions. Similar products by competitors but also the current product were undergoing evaluation to identify strengths, weaknesses, and opportunities. A journey map for the existing slot machine helped to identify further where the updated one needed a different approach.

Prototyping

The clear understanding of user needs and a close relationship to the user base lead to a short wireframing phase. The first low fidelity prototype was being was released quickly and A/B tested. The immediate response was overwhelmingly positive. The low fidelity prototypes received several iterations over time, incorporating feedback and data to refine designs continuously. In this phase, I was able to experiment with design variations to determine what works best for users.

 

UX Designer

structure, promoting critical thinking about real-world systems and issues.
All Game Mechanics were implemented based on this very concept to research it further. They were directly tailored to teach awareness and empathy towards other people.

I developed the structure of the player’s journey, such as how they navigate conversations, learn stories, and encounter new perspectives. The game’s core mechanics, flow, and player interactions were designed based on this theory.

UI Designer

 

Key Takeaways

  • Prioritizing

Managing all aspects of development alone was challenging. This was worsened by a grand scope and high orientation to detail. In the future, collaborating with a larger team or delegating tasks could improve efficiency and allow for deeper focus on key areas, such as game mechanics.

  • Deepened Testing

While testing towards the end of development yielded valuable insights, conducting broader playtests earlier in the process could have identified usability issues and informed design adjustments sooner.

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