#f16b24

Client: Autónoma de Occidente University

Industry: Education

My role: Product designer, art direction, scrum master

Year: 2017

Every 6 months you need to teach the new students who join university in less than a week all the regulations and the ethics manual. How to get their attention and speed up the training of more than 3,000 people each semester? With a digital gamification experience that teaches these standards in a more pleasant way available in all the computers of the university.

The background

How this start?

The Autónoma de Occidente University is a recognized Colombian university that has more than 11,000 students, as part of its institutional accreditation process must ensure the correct disclosure and appropriation of students of its code of ethics and conduct manuals within the campus, additionally, feels the commitment to reduce the rates of calls to students because of ignorance of these rules.

The challenge

What they look for?

That is why they are looking for the best wayto teach the code of ethics to new students who enter every six months; theywant to find the best way to capture their attention taking advantage of thetechnological infrastructure they have. This is a process that until that moment was done manually in groups of 30 people, with a high cost of training, complicated logistics and spending more than 600 hours of work for its employees a week.

The approach

Develop a digital gamification experience that
allows learning the ethics manual of the university through a web platform in
which it can be played individually and can be used by campus officials to
train new students.

The idea is to place the student in a game in
which he must avoid obstacles that represent the main infractions of the rules
and collect the attitudes that will lead him to complete his professional
career. The student will find ten levels that represent each semester of his
undergraduate and each one will be recreated in emblematic places of the
university, in this way we can also highlight the qualities and benefits of the
university campus.

The process

Iterate 1, 2, 3!

The first iteration of the project looked like
this, was approaching in its dynamics to a platform game with a very cartoon
look with 2D graphics, in this early stage we managed to recreate the flow of
users and the central dynamics of the game, we started thinking about that
would be a punishment and that it would act as powers.

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After some tests with users, we decided to
change the character’s attire so that it would look more like a student within
the university.

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travesia-uao-game-enemies

In another iteration, it was possible to define
the enemies, the range of movement of the player, his first animations, the
times for each level and how the user interface would look like.

After several designs, it was possible to find
the desired aesthetics for the game, the scenarios, the main dynamics, the
narratives, and the tutorial at the beginning of the experience.

travesia-uao-gamification

The development

Time to code

We take the decision of develop the game with the Unity3D engine thanks to its short learning curve and ease when transferring the game to multiple platforms. All the development was done in small Scrum sprints using C# as the primary language. At the end of the process, the game was exported in WebGL, and published for those browsers with support of this technology.

The design

How it looks the final product

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travesia-uao-gamification

travesia-uao-gamification

travesia-uao-gamification

BOOM!!!

Major learnings

This was a very challenging job, many
technologies and development techniques were unknown to me, and I learned to
negotiate the vision of the client being Product Owner and understood the
limitations of time and knowledge of the team as Scrum Master.

I start to follow the Scrum ceremonies and make
delivery records to being able to control possible changes in the development
and achieve progress to meet the deadline of the project.

Future steps

Several users raised the need to be able to
select different avatars to feel more identified when playing and be more
inclusive. Many wanted to have the possibility of using a girl or an afro
person.

Another suggestion was to connect the game to a
web platform or social network to compete with each other and share their
achievements. The project developed in Unity3D can easily migrate with some
adjustments to iOS and Android devices.

The team

Germán Gallego, ICT office director, Autónoma de Occidente University
David Portilla, art and game develop direction
Susana Trejos, graphic designer
Mayren Peñaranda, graphic designer

Special thanks to Harold Satizabal for his accompaniment and teachings in the development part for this project.

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