Collaborative Design Practice - Task 1: Proposal

26/09/2025- 23/10/2025 (Week 1-Week 5)
Lizzie Tanaka (0362065)
Collaborative Design Practice | BDCM | Taylor's University
Task 
1: Proposal


LECTURE

Week 1
Mr. Shamsul briefed us on the task and we divided into groups. We had a chance to see the game we chose and played it. 

Week 2
This week onwards, our classes were weekly consultation. 


INSTRUCTIONS

This semester's task is for us to redesign a tabletop game that has been created and designed by UI/UX students last semester. Out of two choices, Gluconomy and Sugar High, our group chose Sugar High. Our group consists of 5 members:

  • Edita
  • Pricillia
  • Lizzie
  • Jessie
  • Tracy

For task 1, we are to create the proposal by doing research on our target audience through interviews and creating user personas. On this week, together with the briefing, the game creators also came to our class and presented the game. We also played the Sugar High game with the guidance of the game creators. 

Fig 1.1 All game elements

After understanding the gameplay, we also inquired the game creators about the creative direction they had in mind and their target audience. We learned that their target audience is 13-21, as it is an educational card game and the creative direction they had in mind was a playful, fun, and bubbly to appeal to the wide range of their target audience. 


A. Empathize 

With this, we started our research and our proposal. We divided tasks between the 5 of us, with some doing the creative direction and some doing the research part. Through the gameplay we had and seeing the lo-fi prototype, we learned that Sugar High is essentially an educational card game that aims to teach the players how sugar is used in our body, integrated in a competitive table-top game. The game teaches players how they manage Sugar, Glycogen, and ATP in the midst of the game where there are sabotages from other players. 

Fig 2.1 Game research

We also concluded that the card design holds an important part of the game as it needs to be engaging, interesting, and is simple enough to be quickly understood by the players. Since the current design is a lo-fi prototype, our group aims to redesign it and bring the game to life through our design. 

Target Audience
We settled our target audience age to be 14-21, which are teenagers to young adults who has an interest in tabletop games. We considered teenagers who will be introduced to this topic, however, they might also think the rules are too complicated. As for young adults, they might be fine with more complicated rules. 

Fig 2.2 Target Audience

User Persona
After we played the game, we listed down the strengths and weaknesses that we noticed and moved on to making the interview questions. We made sure the questions covered insights on their gaming frequency, habits, preferences, as well as design preferences. And from three interviewees, we created three user personas. 

Fig 2.3 Interview and Persona

And from this, we were able to create our empathy map, as shown below:

Fig 2.4 Empathy Map

Problem Statement
Once the empathize stage is done, we decided on a problem statement as shown below: 

Fig 2.5 Problem Statement

B. Ideate

Simultaneously with the research, we also worked on the Ideate stage by drafting our mood board, typography, color palette and logo drafts.

Mood board
Our main creative direction is fun, vibrant, playful. We wanted to incorporate this into our designs, illustrations, typography, packaging. 

Fig 3.1 Moodboard


Typography
For the typography, I had also explored a bit based on the idea and we ended up settling on a bubbly typeface for the headings and titles and a sans-serif rounded typeface to keep the bubbly, friendly tone to our designs even in our paragraph texts. We wanted our typeface on the body text to be legible, readable, and accessible while also retaining that fun effect. 

Fig 3.2 Typography

Color Palette
Based on our creative direction and our user persona research, we decided on this color palette below as it has vibrant colors that are suitable for the ages of our audiences as well. The colors are contrasting and bright enough that it would attract people. Out of three drafts, we chose the most vibrant one: 

Fig 3.3 Color Palette

Logo
We also drafted logo sketches and finalized on one logo design. 

Fig 3.4 Logo

Our logo is inspired by the chemical structure of glucose, which is a hexagon. We wanted to incorporate this shape into our logo. For the wordmark, we settled on a bubbly, custom typeface to ensure it has a friendly and fun tone to it.\


Card Design
We managed to sketch a few ideas on the card shape and layout. Primarily, we wanted to use the hexagon shape to stay consistent with our logo. 


Fig 3.5 Card Design


Mascot Design
Other than these, we also started to draft our mascot design. 

Fig 3.7 Game Mascot (Week 3-4)

Fig 3.7 Game Mascot (Week 5)



Miscellaneous
We also drafted on icons for the resources and icons for the type of cards. 


Fig 3.8 Icon for resources


Fig 3.9 Icon for card types


C. Final Presentation Slides

After all these, we had to present our proposal slides on week 5. We compiled our insights and our ideation into one slide. 




FEEDBACKS

Week 3
- More exploration for logo
- Settle on the creative direction as soon as possible so can show to client

Week 4
- Prepare interview questions to finish empathy map
- Currently the mascot looks a bit scary and somewhat similar to Spongebob. Try redesigning the silhouette and shape and the facial features. 

Week 5
- Remember to reflect the game as well, don't focus solely on the interview answer to finalize the style. 
- Explore more about the hexagon shape from the sugar structure.
- Rethink the mascot design
- Rethink the card shape as it can be less durable and not as comfortable to play with

REFLECTIONS:

Overall, I'd say this stage of this project is interesting as I get to understand the game better and deeper. From the gameplay rules to its purpose and the target audience. It helps me see the game from a third-person perspective, from all the interview, insights. 

It's also interesting for me to play a game that fellow students have created, though it was confusing at first. Nonetheless, I am quite excited and I look forward to the design execution of our game so it comes to life. 




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