THE RESCUE MISSION - EDUCATION GAME
NASA - ADOBE
UX design - UI design - Interactive Design
Methods - Tools
Interactive Design - Research - Visual Design - Design Studio - Sketching - Design Thinking - Adobe XD - Illustrator - Photoshop
High-Fidelity Prototype for IPad - Presentation
Delree J Robinson
NASA and Adobe Co-Sponsor an opportunity Calls for UX creatives to come together in the competition to design a tablet application for children ages 11-13 years old to learn about Space.
Recent research found that kids interested in becoming Youtube stars than Space travel or becomes an astronaut. So how can we engage and get kids exciting to learn more about Space Discovery?
We did a quick survey with 92 kids at Frank J. Cannon Southeast Elementary School, NY, and got some exciting results.
don't want to
travel to Space
think Space is scary
concern about safety
want to know more about Milky way
The most popular item that kids want to bring with them to Space traveling is Food!
Our goals are to design a simple application that inspires kids to play and learn new things about Space and planets. In addition, the adventure, challenges, and connection to experts will spark curiosity and creativity.
A simple game that interactive, fun, and colorful. Users will travel with purposes, good-calls. We won't forget about the safety concern and lots of FOOD!
They will travel with real astronauts as teammates who will guide them and share their knowledge about Space in the journey.
The kids will experience beautiful views, learn incredible facts, and deal with different challenges along the way.
Space Force - Rescue Missions is an adventure game to planets where the kids will rescue their alien friends.
I did simple technic YES - AND to keep the ideas flow.
As a result, we generated lots of ideas, layouts, and user flows regardless of the short time frame.
I did detailed sketches of scenarios to understand better the interactions and flow of the journey. These steps helped me tiding up the storylines, see how I can connect the dots of the flow, then added on humor and delight moments.
got new mission alert
select team mate
ready with spaceship
ready to take off
checking all supplies
interacting with team
ready to landing
complete the mission
Visual Identity was the big task to tackle. We know we need to get the kids hooked to the Game's visuals, so our plan to design the Game with pop colors, fun shapes, and dark background to represent Space and Galaxy.
The contrast is the focus when creating the Game.
Late nights, long hours, and lots of fun prototyping the Game, we did the editing and adjusting as we worked. We were kids again. The process was fun and fulfilling, and we tried to beat the clock.
Out of more than 1000 submissions,
Space Adventure Game was in the Top 15 - Honorable Mention,
not bad for the 1st try to design a Game.
It was a rapid process and a quick creative sprint but great rewards.
This project reminded me that we create and design for the users, not for ourselves or our needs.
Empathy - Understanding - Speaking the same language the user speaks.
We will conduct user testing to see how we can improve and elevate the experiences.
I will be continuing to design the storylines, journeys, and challenges in the Game.
How to expand the Game that kids can plan in groups or connecting with friends.