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SPACE ADVENTURE

THE RESCUE MISSION - EDUCATION GAME

Client

NASA - ADOBE 

Project

Education Game 

My Role 

UX design - UI design - Interactive Design 

Duration

01 week

Methods - Tools 

Interactive Design - Research - Visual Design - Design Studio - Sketching - Design Thinking - Adobe XD - Illustrator - Photoshop 

Deliverables 

High-Fidelity Prototype for IPad  -  Presentation 

Team 

Delree J Robinson 

Overview 

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. 

The problem

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?

Creative process 

user research 
ideation
sketching
visual identity
prototype

Research 

We did a quick survey with 92 kids at Frank J. Cannon Southeast Elementary School, NY, and got some exciting results.

35%

don't want to

travel to Space

45%

think Space is scary

67%

concern about safety 

25%

want to know more about Milky way

The most popular item that kids want to bring with them to Space traveling is Food!

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The goals

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. 

The features

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. 

Ideation
Sketching

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.

Storylines
Sketching 

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 

mission details 

personal message

customization 

select team mate

ready with spaceship

ready to take off

checking all supplies

challenges

interacting with team 

ready to landing

complete the mission

Visual style

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. 

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Prototyping 

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. 

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Home page

Loading screen

Missions selections

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Spaceship selection

Pick teammate

Mission's message

Menu 

Hologram panel 

Team communication 

Notification screen 

Personalized

Control panel 

Navigation map 

Family picture

Project summary 

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. 

Next steps

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.