Collaboration Design - Task 3 / Project Ideation Prototype
26.10.2025 - 5.12.2025 (Week 5 - Week 11)
Chong Hui Yi / 0363195
Collaboration Design / BDCM
Task 3 / Project Ideation Prototype
Chong Hui Yi / 0363195
Collaboration Design / BDCM
Task 3 / Project Ideation Prototype
TABLE OF CONTENT
1.
Instructions
2.
Task 3
3.
Feedback
4.
Reflection
INSTRUCTIONS
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Task 3: Project Ideation Prototype
Instruction
In this task, we were required to further develop our previous low-fidelity designs into high-fidelity outcomes. This included producing printed physical components such as cards, packaging, and tokens.Mascot Design
Earlier in the project, I created the first version of the
mascot as a rough sketch. Based on this concept, Melvin later
developed a more detailed second version of the mascot
(Fig. 1.0).
Fig. 1.0 Mascot Design Exploration
After receiving feedback from Mr. Shamsul, we realised that all the characters in the game needed to feel more consistent, as if they belonged to the same family. He explained that even when a brand has multiple characters, like McDonald’s, they should still look related and recognisable as part of the same system.
In our game, we already have glucose characters on the power cards and fruit characters on the stock market cards. Both follow a flat and simple visual style (Fig. 1.1). Compared to the second version, the first mascot design matched this style better, so we decided to move forward with the first version instead.
After that, Winnie helped me digitise the initial mascot design. I
then refined it further, removing the outline around the character
to make it look flatter and more cohesive with the overall art
style.
Fig. 1.2 Refined Mascot Design
Fig. 1.3 Final Mascot Design
Card Design
Winnie, Yanny, and I were responsible for designing the power
cards and stock market cards. We began by exploring different
layout options. To avoid the layouts feeling too empty, we added
light, irregular shapes behind the illustrations to create more
visual interest. We also experimented with repeated coin patterns
on white backgrounds, as well as versions with and without
borders.
Fig. 2.0 Layout Explorations
After comparing the options, we decided to use a bordered
layout. The border helps keep the content clean and structured,
while the colour makes it easy to immediately tell whether the
stock market is going up (red) or down (green). We kept a white
background with irregular shapes behind the illustrations to
draw attention to the main visuals and maintain a clear visual
hierarchy without overwhelming the layout.
Stock Market Card Design (front)
Winnie designed the first version of our stock market card (Fig.
2.1). I then refined it by making several adjustments.
Fig. 2.1 Stock Market Card - Version 1 (by Winnie)
I reduced the border radius and thickness, as overly
rounded corners looked a bit childish and more suitable for a
younger audience. I also changed the
title and body text to brighter colours to make
the card feel more vibrant, since the previous dark title drew
too much attention. Additionally, I
standardised the expressions and limbs of all the fruit
characters to match the style we used for the glucose
characters.
The illustrations for the “up” stock cards were more complex
than those for the “down” cards, especially because a rocket
took up a large part of the card. In the first version, some
rockets overlapped with the green upward arrows, so I adjusted
their angle and size to make the composition clearer and more
visually balanced.
Fig. 2.2 Stock Market Card - Version 2 (Lighter)
Later, Yanny suggested creating a darker version to increase
contrast and improve readability.
Fig. 2.3 Stock Market Card – Version 3 (Darker)
After test-printing the cards on A4 paper, we all agreed
that the lighter version worked better. Although it is
bright, the text remains clear, the design doesn’t feel
too heavy, and it blends better with the other elements.
However, we also noticed that the
irregular background shapes on the stock market
cards were too light, and the card size was smaller
than expected, which made the body text appear too
small and harder to read.
Fig. 2.4 Stock Market Card - Test Print
We then continued refining the cards by darkening the
background shapes and test-printed them again to check
visibility. The result, shown in Fig. 2.5, made the shapes
clearly visible. At the same time, we increased the size
of the description text and centre-aligned it to improve
readability and ensure consistency with the layout of the
power cards.
Fig. 2.5 Stock Market Card - Final Version
Power Card Design (front)
The design process for the power cards was quite similar to
that of the stock market cards since we worked on them at
the same time. We started by digitalising our sketches, with
the glucose character as the main focus. I handled the
Insulin Attack, Skip, and
Booster cards.
Fig. 2.6 Power Card Sketches
Before I started, Winnie had already completed the first
version of the Steal, Shield, and Jail cards.
Fig. 2.7 Power Card - Version 1 (by Winnie)
I then finished the remaining three cards, standardising
the expressions and limbs of all the glucose characters
and adjusting the colours and borders to match the style
of the stock market cards.
Fig. 2.8 Power Card - Version 2
After test-printing, we noticed the same issue as
before: the description text was too small and too
long. To address this, we
shortened the descriptions, experimenting with three-line and two-line
versions. We ultimately chose the
two-line layout, as it looked cleaner and more
consistent across all cards.
Fig. 2.9 Power Card - Three-Line Description Version
Card Back Design
After finalising the card front designs, we moved on
to designing the card backs. We decided to feature the
mascot on both card backs to strengthen brand
recognition. For the stock market cards, we used a
falling coin pattern as the background, while the
power cards featured a falling lightning pattern to
match their energy and impact.
We explored both bordered and borderless versions. In
the end, we chose to keep the border, as it matches
the front card design and prevents the cards from
feeling visually disconnected when flipped over during
gameplay. To highlight the mascot, we tested both
outlines and shadows. We ultimately chose shadows, as
they fit better with our overall flat and minimal art
style.
Fig. 2.11 Card Back Design Exploration (with &
without border)
For the final stock market and power card backs, we
adjusted the mascot’s placement so that the upper body
overlaps the border while the lower body stays behind
it, creating a playful “breaking out” effect,
as if the mascot is popping out to greet the player.
We also chose to use a darker border instead of
a white one, as it is more visible and helps frame the
design more clearly.
Fig. 2.12 Final Card Back Design
Game Board Design
The game board design was handled by Guo Ying, Melvin, and
Karyee. It consists of two parts: a main board, which is a
shared area used by all players, and a personal board, which
players interact with more frequently.
The circular main board was inspired by the layered structure of
blood vessels. It includes red blood cells to represent the bank
and yellow fat cells to represent the jail. The personal board
is shaped like a mitochondrion and contains three key areas: the
stock market, base camp, and investment zones.
Fig. 3.0 Initial Game Board Design
Based on the initial game board design, I made several
colour adjustments to better align it with our overall
pastel art style. The original pinkish red tones were shifted
towards a warmer red–orange hue, and the text on the personal
board was changed to white to improve readability.
Fig. 3.1 Refined Game Board Design
Packaging Design
For the packaging design, Guo Ying was responsible for measuring
and creating the box dieline. Winnie designed the front cover and
side panels, while I worked on the back cover. Yanny coordinated
and consolidated the overall design to ensure visual consistency
across all panels.
As this was my first time designing the back of a board game
package, I looked at several references to better understand what
is typically included. From this research, I found that a standard
board game back cover typically includes the game logo, a
short description, a brief how to play section, a
list of components, key selling points, estimated
playtime, number of players, age rating, as
well as copyright information and a barcode.
Fig. 4.0 Game Packaging Back Cover References
After determining what content the back cover should include,
I began designing it, dividing the layout into two sections.
The left side features the logo, game description, and key
information such as playtime, number of players, and age
rating—these are emphasised because they are the details
buyers usually want to see. A mock barcode was also added to
make it feel like a real product.
The right side includes a brief “how to play” section and a
“what’s inside” overview. In the top-right corner, I placed
the mascot to add personality, while also highlighting the
game’s unique selling point: “Bio + Economy Strategy.”
Fig. 4.1 Back Cover Design
Later, when Yanny consolidated all the designs, she
suggested that the detailed list of game components could be
moved to the manual. As a result, the back cover now
features a mockup image of the game in play, giving a clear
visual overview of the components instead.
Glucose Tokens
Our Glucose Tokens were based on the design of the glucose
character, keeping the hexagonal shape but without eyes, mouth, or
limbs, since these details are difficult to realise on physical
pieces. We decided to use the
laser cutter at Taylor’s Makerspace to produce
1 cm-sided hexagons. Unfortunately, I couldn’t be there
with the team to watch them get cut. After they were cut, each of
us was responsible for one of the six colours. I took charge of
the pink tokens.
Fig. 5.0 Glucose Tokens being removed from the laser cut
mould
Since I wasn’t at school with the team, I sanded all 30 tokens
at home while wearing gloves. I did this inside a plastic bag so
the dust wouldn’t spread everywhere—otherwise my whole room
would be a mess. Fig. 4.0 (right) shows the smoothed edges,
though it’s a bit hard to see.
Fig. 5.1 Left: tokens being sanded; Right: after sanding
I thought sanding would be the hardest part, but painting was
even trickier. We used acrylic paint, which is pretty opaque,
but the wooden tokens still needed multiple layers to fully
cover the original colour. The paint dried super fast, so at
first some spots clumped up. Luckily, after 4–5 layers, it
looked pretty okay.
Fig. 5.2 Left: after 2–3 layers of paint; Right: after
4–5 layers
Later at school, we sprayed a protective clear coat. It made
the tokens a bit shinier, but the difference is small, haha.
Fig. 5.4 Final set of six Glucose Tokens and dice
From Digital to Physical
Finally, we printed all the components for our prototype,
including the packaging box, partition, manual, power cards,
stock market cards, ATP cash, main board, and personal
boards. We used matte material for the cards to give a nice
finish.
However, we ran into a couple of unexpected issues. First,
the manual ended up printing much larger than intended due
to an Illustrator sizing issue. We decided to also print a
normal-sized version on regular paper, while keeping the
oversized one for presentation so the lecturers could read
it more easily.
The second issue was with the packaging box: its actual
length was slightly shorter than we had expected, which made
the partition too tight to fit. To solve this, we replaced
it with a single thin cardboard piece to separate the game
board and the cards.
Fig. 6.0 Packaging Box
Fig. 6.1 Packaging Box Interior
Presentation
In Week 11, Dr. Luqman (Head of the Design School),
Ms. Anis, and Mr. Shamsul attended our
presentation. Dr. Luqman asked us to briefly
play through one round of the game so he could
understand how the components were used. He also
clarified that his main focus was on the design and
visual system rather than the gameplay itself.
Overall, our progress was encouraging. Within a
limited timeframe, we managed to produce a complete
and playable outcome. We were very open to the
feedback given and found it extremely helpful in
identifying areas for improvement. One key point
raised was visual consistency across the
system. From a first-time viewer’s perspective, the
packaging cover did not clearly communicate what the
game is about. There were also some inconsistencies,
such as most components using borders while the manual
guide does not, and the contrast between the green
packaging exterior and the red main board inside,
which could feel confusing when first opened.
We also appreciated the suggestion to move the
gameplay mockup image from the back of the packaging
to the front cover. This feedback helped us better
understand how our design might be perceived by new
users and gave us clear direction on how the overall
experience could be improved.
After the presentation, we played a full round of the
game ourselves. This was our first time playing the
redesigned version of The Gluconomy, and it was honestly
very satisfying to see everything come together and work
as a complete game. We were happy to finally experience
it from a player’s perspective.
Fig. 6.4 Playing the Redesigned The Gluconomy
Final Outcome
Fig. 7.0 Final Project Ideation Prototype
FEEDBACK
Week 11:
- Visual consistency could be improved.
- Packaging cover doesn’t clearly convey game purpose at first glance.
- Inconsistencies between components: most have borders, but the manual doesn’t.
- Green packaging exterior vs. red game board inside can be confusing.
- Suggestion: consider placing gameplay mockup from back cover to front for clarity.
REFLECTION
I really enjoyed the whole design process for this project and I’m
pretty happy with what we achieved over the 11 weeks. A big part of it
was working closely with Winnie and Yanny on things like art direction,
layout, illustrations, and other design decisions. I noticed that
everyone has their own preferences. For example, Yanny usually
prefers designs without borders, while I tend to like having them. But
we didn’t argue at all. We just kept chatting, sharing opinions, and
tweaking things together. Being
open to feedback and iterating constantly was one of the most
important parts of this project.
There were quite a few things I tried for the first time, which made it
exciting. It was my first time designing a game packaging box, and
actually printing it out really showed me that things rarely go
perfectly as planned. The manual didn’t fit, the cards weren’t cut
perfectly, and the box dimensions were slightly off. I learned that if
you want to print anything,
it’s better to start early because you never know what’s going to go
wrong, and at least you have time to fix it.
I also tried laser cutting for the first time when making the glucose
tokens. Sanding the edges and painting them all by hand took a lot of
patience, and yes, some tokens ended up a little imperfect. But after
all the effort, seeing the final set come together was super satisfying
and gave a real sense of achievement.
I really enjoyed the team vibe too. We checked in every week, nobody
slacked off, and everyone made sure their part was done on time. It made
the whole process smooth and enjoyable.
Overall,
I loved not just the final outcome, but the entire journey:
brainstorming, collaborating, testing, fixing problems, and seeing
everything gradually come to life. I feel like I learned a lot about
teamwork, attention to detail, and what it’s really like to take a
design from screen to real-life product.
Fig. 8.0 Our Team!
Fig. 8.0 Our Team!
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