UX case study, MA HCI team projectUX 案例研究,硕士 HCI 小组项目

Edge of Planet

Led accessibility and gamification design. A ten-week Human-Computer Interaction project, MA at King's College London, 2022.主导无障碍与游戏化设计。为期十周的人机交互项目,伦敦国王学院硕士,2022。

Turning dry environmental data into a time-travel, build-your-planet game, so a younger, games-native audience actually wants to engage with the climate story.把枯燥的环境数据,做成一款“时间旅行 + 建造你的星球”的游戏,让更年轻、从小玩游戏长大的人群,真正愿意走进气候议题。

Edge of Planet home screen with globe and Accessible Mode

The problem问题

Environmental data is important and almost universally ignored. It reads as charts and reports. Our brief was to make a digital product that gets a younger audience to explore climate and environmental change rather than bounce off it.环境数据很重要,却几乎被普遍忽视,它呈现为一堆图表和报告。我们的课题是:做一个数字产品,让更年轻的人群愿意去探索气候与环境变化,而不是一看就走开。

Over 50%超过 50%of the people we researched said they would rather engage with the topic through a game-like product than a conventional data dashboard. That single insight set the direction for everything after it.的受访者表示,比起传统的数据看板,他们更愿意通过一个游戏化的产品来接触这个话题。就这一条洞察,定下了之后所有的方向。

What I led我主导的部分

Two pillars flowed directly from the research, and I led the design of both.两大支柱直接来自研究,它们的设计都由我主导。

Gamification游戏化

Explore the data by place and year, earn points for exploring, build a character, then spend points to decorate and grow your planet. Tangible rewards and progression: the mechanics came straight out of the interview insights about what kept this audience coming back.按地点和年份探索数据,探索得积分,养一个角色,再用积分装饰、养成你的星球。看得见的奖励与成长,这些机制直接来自访谈洞察:什么能让这群人一直回来。

Game loop游戏循环Progression and rewards成长与奖励Data exploration数据探索

Accessibility无障碍

An Accessible Mode built in from the start: senior-friendly type, colour-blind-safe palettes, one-tap onboarding, responsive layouts and reduced-motor support, designed against the seven principles of universal design so the climate story is open to everyone.从一开始就内置的无障碍模式:适老字号、色盲友好的配色、一键引导、自适应布局、降低操作负担,对照通用设计的七大原则来设计,让气候故事对每个人都敞开。

Accessible Mode无障碍模式WCAG and universal designWCAG 与通用设计Colour-blind-safe色盲友好
Edge of Planet: explore data by place and year
Edge of Planet: character and gamification
Edge of Planet: build and decorate your planet
Edge of Planet: home with the Accessible Mode toggle

Process过程

  • Research.研究。 Interviews and a survey to understand how a younger audience wanted to meet this topic, which produced the “more than half prefer a game” finding.通过访谈和问卷,了解更年轻的人群想以什么方式接触这个话题,得出“过半更想要游戏”的发现。
  • Concept.概念。 Reframed “environmental data product” into a time-travel exploration game with a build-your-planet reward loop.把“环境数据产品”重新定义成一款时间旅行探索游戏,配上“建造星球”的奖励循环。
  • Design.设计。 I owned the gamification system and the accessibility layer, and mapped the screens, states and the Accessible Mode behaviour.我负责游戏化系统和无障碍层,梳理了各个界面、状态,以及无障碍模式的行为。
  • Test.测试。 Usability passes against the universal-design principles, feeding fixes back into the flows.对照通用设计原则做可用性走查,把修改反哺回流程里。

What I took from it我的收获

Designing the gamification and the accessibility layer together taught me that fun and inclusive are not a trade-off. The same design decisions, clear progression, low-friction onboarding and legible states, serve both. It is the through-line I still use: get the interface out of the user's way, whatever the content underneath.把游戏化和无障碍放在一起设计,让我明白“好玩”和“包容”并不冲突。同一批设计决策,清晰的进度、低摩擦的引导、易读的状态,能同时服务两者。这条主线我至今还在用:无论底下是什么内容,都要让界面“让开”,别挡在用户面前。

Edge of Planet, MA HCI team project, King's College London, 2022Edge of Planet,硕士 HCI 小组项目,伦敦国王学院,2022 Back to the work返回作品