Initially a survey was conducted with parents who had children in the age bracket we were targeting. We were intending to find out what the behaviours were of both children and parents and what they valued within an app such as this.
After deciding on a ‘Scene Building’ style game, competitor analysis was also done to ensure that we were pushing the boundaries of this particular game format and that we were offering something more immersive than what was currently available.
During the wireframe and prototyping stage, a big focus was put on the user flows and how to best indicate to the user how to get around and which screens could be accessed at any given time.
Next, the game play was focused on to provide the most entertainment for the child without being overwhelming while also encouraging their creativity. A drawer style bottom navigation element was chosen, displaying various levels, as this was thought to be the easiest way to display such a large number of items without the user needing to endlessly scroll for items. The drawer would be able to be minimised also, to increase space for game play. We also kept the amount of icons on the screen to a bare minimum for the same reason.
Avoiding errors was a key thought at all times so providing informational feedback at all times was also critical to factor in at this stage as the user is so young, with a larger number below reading age, they need additional visual and auditory ques to let them know exactly what is happening at all times and what their choice could result in.
The look and feel of the game initially had a simpler interface, but the client requested that more of their organic shapes be included. This was a challenge to incorporate while still keeping the design simple, so some elements were removed or reduced in size.
The aesthetic of the game clearly had to appeal to children, so a lot of vibrant colours were chosen for the interface and the characters from the show were used where appropriate. The typeface chosen was dictated by the brand guidelines, but the sizing and colouring were chosen to create a clear hierarchy so that the user would know immediately where they should be focusing their attention.
A simple green for positive, red for negative colour scheme was chosen for important buttons and feedback to help guide the user on what action to take next.