Collaboration Design - Task 1 / Empathy Map & Problem Statement
26.9.2025 - 24.10.2025 (Week 1 - Week 5)
Chong Hui Yi / 0363195
Collaboration Design / BDCM
Task 1 / Empathy Map & Problem Statement
Chong Hui Yi / 0363195
Collaboration Design / BDCM
Task 1 / Empathy Map & Problem Statement
TABLE OF CONTENT
1.
Instructions
2.
Task 1
3.
Feedback
4.
Reflection
INSTRUCTIONS
<iframe
src="https://drive.google.com/file/d/1BeRw-n9YSbRA63E_JtifP7K7DWtvFoop/preview"
width="640" height="480" allow="autoplay"></iframe>
Task 1: Empathy Map & Problem Statement
Instruction
- Select a project from the provided list and schedule an interview with a chosen expert.
- Prepare a questionnaire to help define the problem to be investigated.
- Understand the target audience, their needs, issues, and context.
- Conduct site visits or research to gather relevant data and insights.
- Analyse the collected data to develop a clear problem statement, supported by findings and conclusions.
Progression
Research & Playtesting
In Week 1, we were briefed on Task 1. Our client for this project
is the group from the previous Game Studies module, who designed a
board game.
Our task: to redesign the visual direction of their game.
To begin, we needed to conduct some research, interviews, and
create an empathy map to better understand the users’ needs before
starting the design process.
Our group consists of six members:
- Ho Winnie (Group Leader)
- Lin Si Yan
- Chong Hui Yi (me)
- Ng Kar Yee
- Lew Guo Ying
- Melvin Yung
We had two game options to choose from: “Sugar High” and “The
Gluconomy”. First, we looked through the physical components of
both games to understand their design. After reviewing them, we
decided to work on “The Gluconomy” because we felt it had more
potential for improvement. Its overall visual system felt
inconsistent and incomplete. (Fig. 1.0).
Fig. 1.0 The Gluconomy (game board, power cards, stock market cards, and
instruction book.)
Since the creator couldn’t attend class that week, so we read
through the game manual and tried playing it ourselves. During the
play session, we discovered several unclear rules and confusing
parts within the gameplay.
In Week 2, we analysed the pain points in more detail based on
our previous gameplay experience and the photos we took. We also
did additional research to support our findings. Since the game
is related to the biological process of glucose converting into
ATP, I took some time to revisit and understand this topic
again, which reminded me of what I had learned back in secondary
school.
Client Meeting & User Insights
In Week 3, we finally managed to arrange a meeting with The
Gluconomy creators, who are also our clients. The goal was to
better understand the game’s background and
their expectations for the redesign. They mentioned that
they wanted to maintain a strong connection between biology and
economy, as both elements are equally important. Their target
audience is mainly university students, and they hope for a more
playful and cute visual direction.
Later, we interviewed one NUS Bioscience student and one
Taylor’s Design student to get their opinions on the game’s
visuals. Since the physical game cards had already been taken
back, we could only show them pictures and explain the gameplay
during the interview.
From their responses and our earlier playtesting, we summarised
our findings and created an empathy map to better understand the
players’ thoughts, frustrations, and expectations when engaging
with the game. This helped us clearly identify the key pain points
to focus on during the redesign process.
Visual Direction
Based on these insights, we decided to refresh the art direction.
The game combines elements of biology and economy, but we didn’t
want it to feel too serious or complicated. Instead, we aimed to
make it more pastel, friendly, and playful, something that looks
more inviting and engaging for players. We then created a
moodboard (Fig. 2.0) to guide the overall tone and visual
direction.
Fig. 2.0 Moodboard
Fig. 3.0 Font pairing exploration
Since the original game was designed for six players, it
required six different colours. We decided to use six pastel
tones to match the friendly and playful visual direction.
Final Outcome
Fig. 5.0 Presentation Slide - Task 1: Empathy Map & Problem Statement
FEEDBACK
Week 5:
- Broaden the user persona by including a more diverse range of participants for greater accuracy.
- Keep the moodboard focused with only relevant references.
- Reduce text on slides so the audience can focus on the presentation.
- Share findings with similar theme groups to compare insights.
REFLECTION
This task gave me a better understanding of the importance of research
before starting any design work. Since we were progressing with Task 1
and Task 2 at the same time, my main focus was on the visual direction
and art elements of The Gluconomy. Even though I was less involved in
the early research stage, I still learned a lot from our group
discussions and playtesting.
We only had one week to access the physical Gluconomy game, which made
it quite challenging to explore the gameplay in depth. However, playing
the game during that time allowed us to experience it firsthand and
identify its main pain points such as the visual clutter, unclear
tokens, and inconsistent design. These insights helped us form a clearer
idea of how to improve the game visually.
Through this task, I realised how essential it is to understand user
needs and problems before moving into design. Research and empathy
mapping are not just formal steps as they guide the whole creative
direction and ensure that the final outcome truly improves the user
experience.
Comments
Post a Comment