Our biggest challenge was determining which variables were most important to convey the idea of a habitable exoplanet. We based our chosen variables on the Earth Similarity Index (ESI) of real "potentially habitable exoplanets" as documented by the Planetary Habitability Laboratory.
Data drives the narrative, which increases student engagement and learning, so we prioritized key learning variables (time, energy, budget, distance) to express our message.
-Exoplanet Name
-Star Type
-Local Star Orbit Duration
-Distance from Earth
-Surface Temperature
-Terrain Types
-Resources
-Spaceship Construction Parameters
Due to the time constraints placed on developing the game, we distilled reasonable assumptions from the data points of top habitable exoplanets (such as surface temperature, age, mass, flux, and more) and supplemented them with fictional gameplay data points to support the narrative (for example: the different colony types are real potential use cases for space exploration, but no exoplanets are realistically habitable at the moment.)
-Exoplanet Name
-Star Type
-Local Star Orbit Duration
-Distance from Earth
-Surface Temperature
-Terrain Types
-Resources
-Spaceship Construction Parameters
Due to time constraints, we distilled reasonable assumptions from the data points of the exoplanets (such as surface temp, age, mass, flux, etc...) and supplemented them with fictional gameplay data points to support the narrative (for example: the different colony types are real potential use cases for space exploration, but no exoplanets are realistically habitable at the moment.)
Beginner and advanced levels will include different levels of budget management.
Interactive build-your-own spacecraft that informs kids of what constraints they might need to consider
Unlock exoplanets as you play and learn how to build various colony types (resource balancing portion of the game that will result in varying successes or consequences.)
The space supervisor is here to guide the player through all stages of gameplay, helping to minimize friction throughout the learning experience.
-Encourage kids to return and try different methods of space colonization despite setbacks, i.e. failure is normal
-Messaging should allow the player to learn from their experiences and want to return to the game.
As children are considered a protected group, we were unable to directly test with them until late stages of development. We utilized heuristic analysis and internal testing to validate early gameplay, and validated with younger players later on.
My responsibilities revolved around the task flow and gameplay upon landing on an exoplanet. My goal is to ensure that players experience a continued sense of immersion to maintain engagement even when confronted with a large load of information. In this context-heavy game, the narrative guides information retention and gameplay.
Blank background, trip results break immersion of launch animation, disengaging
Excessive negative space following animation feels incomplete
Initial view with implied 360 exploratory view draws players into the planet
Provides opportunity to build up gameplay excitement
Excessive negative space following animation feels incomplete
Blank background, trip results break immersion of launch animation, disengaging
Initial view with implied 360 exploratory view draws players into the planet
Provides opportunity to build up gameplay excitement
Icon only progress bars lack context, overlapping lines are confusing at first glance
Adds increased cognitive load onto an already processing heavy page
Showing this single trip results page before selecting colony types = more button clicks required to continue with the game
Lack of action items following animation removes player from immersive gameplay, decreasing interest
Contextualized background without distracting from information
Flexible Counter: Resource quantity can either be strictly defined (counter) or visually defined (less vs more)
Icon only progress bars lack context, overlapping lines are confusing at first glance
Adds increased cognitive load onto an already processing heavy page
Singular trip results page results in more button clicks to get to the "meat" of the game
Excessive negative space following animation feels incomplete
Flexible Counter:
Straightforward resource quantity can either be strictly defined (counter) or visually defined (less vs more)
Contextualized background without distracting from information
Icon only progress bars lack context, overlapping lines are confusing at first glance
Adds increased cognitive load onto an already processing heavy page
Singular trip results page results in more button clicks to get to the "meat" of the game
Excessive negative space following animation feels incomplete
Contextualized background without distracting from information
Flexible Counter:
Straightforward resource quantity can either be strictly defined (counter) or visually defined (less vs more)
Given more time I would love to conduct more research into how to appropriately flesh out each level for children of different age groups. We relied on heuristic analysis and secondary research due to time constraints and user group restrictions, but based on existing positive user feedback + internal testing the game has great potential to be utilized in both educational and recreational aspects.
Gamifying data is a very effective way to help young kids understand and digest information. It is way more effective to use images and icons in the mission control data visualization as opposed to bars, lines and captions that create lots of clutter. We learned to set constraints early.