This was my first attempt at designing a physical game with a team, and I took on
various roles and tasks at different stages of the design process. Technically, through
one high-concept document task and four video presentations, I strengthened my skills
in Canva, video editing software, Adobe Illustrator, and laser-cutting tools. Throughout
these tasks, I faced some technical issues. For example, I didn’t know how to convert
PNG images to vector graphics, and I forgot some operational steps for the laser cutter.
Tasks that required Fablab support were eventually completed smoothly with the help
of professionals. Due to updates to the physical version, I repeated these steps multiple
times, and by the last two laser-cutting sessions, I was able to operate the machine
independently.
During video editing, my team members encountered an issue where the exported
video lacked clarity. To solve this, I took over the blurry video and attempted to improve
the quality using alternative editing software. In the later stages, I handled about half of
the video editing tasks.
On a team level, this project was a relatively challenging group assignment for me. The
difficulty lay in the fact that I not only had to complete my own tasks but also had to
constantly monitor the tasks of other team members, giving instructions or providing
solutions. This was my first time working with so many team members who lacked
independent thinking skills. Even though I was not the team leader, for most of the
tasks leading up to the final presentation (from high-quality stage to presentation beta),
I took on the responsibility of organizing meetings, assigning tasks, and issuing
instructions. This really exhausted me.
For instance, during one of the physical production sessions, two members needed to
print designs together, but they avoided the task, claiming they didn’t know how to use
the printer. I replied, "You can ask someone else how to print," but received no
response. It wasn’t until the next day, when I personally accompanied another team
member, that we finally completed the printing. On another occasion, we planned a
team meeting at 2:00 PM to complete the physical production. I arrived 15 minutes late,
and when I got there, I found all the other members (three people) sitting and playing
on their phones instead of doing any work. They didn’t start working until I entered the
room and assigned tasks, which I had already distributed in the group chat.
However, upon reflection, I realize that part of the problem lies with me. I held high
expectations and demands for the project outcome, but at the same time, I was
hesitant, fearing that my high standards would upset the other team members. This led
me to expend a lot of energy on self-doubt and monitoring tasks outside of my own
responsibilities.
As for how I overcame this challenge, I need to thank my team leader (this is not
sarcasm). During the presentation beta stage, I observed the team leader's approach: if
something wasn't their responsibility, they wouldn’t interfere, leaving it entirely to the
designated team member. This taught me a lot. Previously, I had subconsciously tried to
get involved in other members' tasks to improve the product. For example, although I
was responsible for editing documents and videos, I would often pay close attention to
how the team member in charge of design was progressing. The team leader's actions
reminded me to focus on my own tasks. In the later stages, I directly took on the design
revisions and physical production tasks, allowing me to control the quality while
gradually learning to let go of monitoring other members' task progress. Although I still
worried about the quality of others' work, I ultimately made peace with myself and felt
much more relaxed.
I believe the strengths of this project lie in its simple logic and easy-to-understand
mechanics, which do not compromise its fun. The game is also highly educational and
social, making it an excellent choice for our target audience of 8-10-year-olds. To
illustrate the project’s strengths, here is an excerpt from the educational purpose
section I wrote for the final presentation:
"Our target audience is children aged 8-10. Based on existing online card-flipping
memory games, we wanted to develop a similar game that can be played face-to-face
offline. This allows children to be inspired to protect the ocean while avoiding exposure
to screens and promoting face-to-face social interactions. We hope this game will
cultivate a sense of responsibility, enhance concentration and memory, and, most
importantly, be fun and enjoyable. We designed various mechanics to achieve these
goals and used a soft, bright blue as the primary color, with a playful and child-friendly
underwater world to create an immersive experience."
As for the game's weaknesses, the game lacks strategic depth, which might make it less
appealing to experienced players over time. While the cartoon style and simple
materials suit our target audience, there is room for improvement in visual appeal and
durability. For example, using stickers instead of double-sided tape to attach designs
could enhance the tactile feel and user experience. The social interaction aspect is
somewhat limited, and in the future, we could introduce more cooperative or
competitive mechanisms to make the game more engaging.
In terms of future development, we plan to enhance the game experience while
developing a series of related games to increase the game’s appeal, recognition, and
long-term impact. During the production of different versions of the game
components, we consistently used a printer to print design images, which were then
manually cut and attached with double-sided tape. The advantage of this approach was
that the printer was simple to use and more affordable than other options for applying
designs. However, there were clear drawbacks: it was challenging to print and cut
images to the right size, resulting in a tedious application process, and we received
feedback that the images felt poor to the touch and tended to peel at the edges.
At the group game display on October 25, we learned about another method—using a
sticker-making machine—which ensured precise sizing and saved time by eliminating
manual cutting. Ultimately, we decided against using stickers due to budget constraints
and the time needed to learn the new machine.