Farizah Naeem
KITE: Research Roundup
This second-year university project, which received the 3rd place Scotiabank Prize Award, focused on developing a collaborative puzzle game for KITE. The game was designed to rebrand KITE’s image and engage potential partners, making it easier for them to understand KITE’s mission and co-design healthcare solutions, ultimately attracting new partnerships and funding opportunities.
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Jayden Ko
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Clara Mendiola
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Areeb Mohsin
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Farizah Naeem
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Isabel Uribe-Perez
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Liana Valdez
Team Members:
Roles and Responsibilities
Research
Co-Leads: Areeb, Clara
Designing & Prototyping
Lead: Jayden
Backups: Areeb, Liana
Usability Testing
Co-Leads: Isabel, Farizah
Report Writing & Editing
Lead: Liana
Backup: Farizah
Presenters
Volunteers: Jayden, Clara, Areeb, Liana, Isabel
Click the button to view Team Contract
The Working Process and Actions Taken
Scope & Plan
Problem Statement
KITE seeks to enhance independent living for those with disabilities, aging, and illness by overcoming negative perceptions of "rehabilitation" and establishing valuable partnerships and funding through public education and collaboration.
High-Level User Activities
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Capture attention and present KITE as a reputable institute.
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Showcase KITE’s research and co-design process.
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Emotionally connect potential partners to KITE’s mission.
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Provide a repeatable, reusable tool for ongoing partnerships.
Target Users
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must be usable by any potential partner or stakeholder from various sectors.
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KITE will use the solution to showcase their co-design process and attract partnerships.
Current Solutions & Available Resources
KITE has several existing tools to achieve their goals, including
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virtual and in-person tours
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online workshops
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a website
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healthcare programs
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social media
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guest lectures
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branded products
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scholarship opportunities
Initial Proposed Solution: Design Thinking Workshop
We focused on incorporating Design Thinking principles into our solution, emphasizing a human-centered approach.
Preliminary Goals
The goal is to provide an engaging experience that helps KITE establish strong, lasting connections with potential partners, making them feel personally connected to KITE’s mission and goals.
Competitive Analysis 1: Design Thinking Workshops
Primary - UX Design Workshops
We defined "workshops" as educational events led by a facilitator, where participants learn new information without time constraints or competition.
Secondary - UX Design Sprints
We defined “sprints” as timed competitions where teams, already familiar with the necessary knowledge and resources, tackle challenges under pressure. These events involve competing for prizes based on judged outcomes.
Competitors
**Our competitors were chosen based on past experiences with design thinking workshops and jams.**
Click the button to view Competitive Analysis in full
Competitive Landscape
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Design events are held online, in-person, or both.
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Geared towards UX professionals and design students.
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Event duration ranges from 2 hours to 5 days.
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Goals: improve teamwork, foster creativity, and create networking opportunities.
Common Issues
Best Practices
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Time constraints cause anxiety and information overload.
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Rapid pacing limits in-depth exploration and research.
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Limited resources and varying participant experience levels.
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Use facilitators to guide discussions and present challenges.
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Provide necessary materials and keep teams manageable (4-6 people).
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Follow the design thinking process.
Opportunities for Differentiation
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Create a solution accessible to those without design knowledge.
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Ensure a comfortable event duration and minimize material requirements.
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Emphasize user research and integrate KITE’s resources.
Competitive Analysis 2: Research Centers / Clinics
**We analyzed these other competitors to refine our solution based on feedback and research.**
**Change in Project Direction**
KITE's main challenge is the lack of public awareness and understanding of their work and the term "rehabilitation." By promoting KITE and educating the public on rehabilitation, we aim to enhance KITE’s reputation, foster emotional connections, and support their goals of securing partnerships and funding.
Revised Problem Statement
“How might we get everyone to take an interest in, understand, and connect with rehabilitation so that we can help KITE secure more partnerships and funding?”
Redefined Goals
Our goal is to spark interest in KITE's work, educate the public about rehabilitation, and foster meaningful connections to drive support, partnerships, and engagement.
Redefined User Group
Our solution targets everyone, except those incapable of learning about KITE, such as children under 7.
Generative User Research and Design
Interviews
We conducted 10 moderated interviews to better understand our user group.
We explored brand loyalty to understand successful tactics for enhancing KITE’s image, investigated personal and indirect experiences with rehabilitation to connect with users, and examined education and information-seeking behaviors to determine the most effective ways to educate the public about KITE and its mission.
Participant Information
We conducted interviews, ensuring ethical practices by completing the Tri-Council Policy Statement Course on Research Ethics (TCPS 2), obtaining consent, and using OtterAi for transcription.
Our participants' ages ranged from the following bellow:
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1 Participant under 18* (16)
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3 Participants between 19 - 25
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4 Participants between 30 - and early 50’s
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2 Participants in their early 60’s
*We received parental consent for the individual's participation prior to conducting the interview.
Thematic Analysis of Interviews
Click the button to view Affinity Diagram in full
Pain Points
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Trustworthiness Concerns
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Access to Information
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Educational Barriers
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Personal Connection
Functional Requirements and Opportunities for Design
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Fostering a sense of community
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Helping users form personal connections
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Providing information & showing credibility
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Challenge users & reward them
Personas
We created our persons from the two main themes that we saw emerge from our 10 participants.
Constraints
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Scope Creep
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Focusing on a Single Aspect of KITE
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One-time Solutions
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Marketing vs. UX Solutions
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Confusing Information Architecture & Navigation
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Overstimulation and Information Overload
Ideation
Based on our generative research each team member ideated different solutions and sketched them out.
Solution & Rationale
We decided to create a collaborative puzzle game inspired by:
"escape-rooms-in-a-box" mystery games like "EXIT" and "Journey 29."
This choice was based on research showing the benefits of interactive, multimedia learning and the need to address challenges in establishing an organization’s credibility. The game will engage users with interactive elements, educate them about KITE’s mission, and foster community and personal connection, effectively promoting KITE’s contributions to healthcare.
Prototyping and Testing
Game Research
In developing our game, we researched game design, focusing on puzzle and edutainment games to ensure a collaborative, engaging learning experience about rehabilitation.
Click the button to view Game Research in full
Low-Fi Prototype: Design
KITE: Research Roundup - Initial Design
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Prototype Goals: Achieve interest, educate, and connect.
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Puzzle Design: Based on KITE facility and research.
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Team Structure: Split into pairs, each focusing on a different goal.
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Digital Component: Storyline, hint/walkthrough system, and user inputs.
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Tool Used: Twine for creating non-linear narratives with images and animations.
Development - Production
(Image of Lo-fi Twine Wireframe)
We used Twine to build the story, user inputs, and game systems, including the hint and walkthrough features. Puzzles were digitally formatted using Adobe Illustrator, printed, and cut to size. Additionally, leftover craft materials were used to create other pieces for the game’s first iteration.
Development - Beta-testing
Before play-testing, we conducted an internal beta-test to ensure the game’s flow and mechanics were effective. We combined all completed puzzles into a single game, tested each other’s puzzles, and evaluated the Twine integration. We identified and addressed issues with Puzzle 1, which lacked engagement, and Puzzle 2, which was too complex. We resolved these by reworking Puzzle 1 and simplifying Puzzle 2.
Development - Finalized Lo-fi Prototype
Our final Lo-fi prototype game is based on a fictional story that incorporates KITE's facilities and research to create an engaging experience. The game gamifies real facts from KITE, as informed by our generative research and studies on edutainment games. It begins with an explanation of the controls and Twine, followed by a story where participants must help the Director of KITE resolve issues caused by a power outage, completing three tasks (puzzles) in different labs and rooms within KITE.
Puzzle 1: Welcome to KITE!
Puzzle 1 aims to generate "Interest" by introducing KITE through a draft brochure with misspelled words that serve as clues to unlock the WinterLab door. Participants must find patterns and clues in the brochure, enhancing their understanding of KITE's mission.
Interaction 1: Participants engage with the Twine story and click on interactive text such as “answering a call” to read a story about the problem description occurring in the puzzle
Interaction 2: Players are tasked to find a password that is encrypted in the paper prototype, that mimics a KITE brochure and describes the organization.
(Image of Introduction to KITE Passage from Puzzle 1)
Interaction 3: Players must read the passage to search for five misspelled words (Institute, Improve, Solutions, Challenges, Everywhere). Next, players must write down the missing letters (ti, pr, on, en, ev) that are missing from the misspelled words, group them and unscramble them to get the passcode: “prevention”.
Interaction 4: Players input a passcode into Twine, press OK and continue with the rest of the story leading into Puzzle 2.
Puzzle 2: WinterLab Reboot
Puzzle 2, inspired by KITE's "Rate My Treads" research on slip resistance, aims to "Educate" participants. They must place magnetized boots on a graph using real research methods and solve a logic riddle. The correct code is found by matching boot colours to a calculation function.
Interaction 1: Participants will have to read the “Experiment Methods” Sheet and the “Study Results Notes” to find key information on the placement of the boots.
Interaction 2: The participants will place the boots on the graph according to the logic riddle given to them on the two sheets (“Experiment Methods” and “Study Results Notes”)
(Image of all the Puzzle 2 components)
Interaction 3: Participants will input the coordinates of each coloured boot in the “Calculation Sheet”
Interaction 4: Participants will have to add the coordinates to get the final numbers needed for the code.
Puzzle 3: Grandma’s Lost Phone
Puzzle 3, the "Connect" puzzle, aims to create an emotional connection with a character, Grandma, a volunteer in KITE's HomeLab research. The puzzle is story-driven, focusing on Grandma's life challenges to foster a deeper emotional bond with participants.
(Image of miniature furniture models based on the HomeLab)
Interaction 1: The players will look through each item to find a capitalized letter hidden somewhere within the item.
Interaction 2: Players will notice that the T.V. has multiple letters on each channel, the computer monitor points out the sports channel, alluding to using the letter found on the sports channel found in the T.V.
Interaction 3: Once the players gather all the letters in the items, they will need to unscramble letters to find the word “COUCH” which is the solution to this puzzle.
Low-Fi Prototype: Testing
Participants
For Lo-Fi Prototype testing, we recruited two groups of three participants each, ensuring they were friends to simulate a casual "game night." The first group, more experienced with games, showed confidence, with players taking turns leading and engaging with the story. The second group, with casual gamers, was quieter and less vocal. These observations highlighted different group dynamics and player types, contributing to varying opinions on our game. We obtained participants' consent for video recording and provided compensation for their participation.
High-level goals
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Test out the general mechanics of our game and evaluate whether we were able to achieve our three main goals (Interest, Educate, Connect).
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Find out if our puzzles made sense, and if participants were able to complete them without seeking the answer.
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Observe any group dynamics that come out from playing our game
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Investigating if our solution is effective, and does our game provides Interest, Educates and Connects with participants.
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Test to see if reaching these goals makes participants more willing to support KITE.
Components of the Test
The play-test involved a Pre-test survey to obtain consent for recording and assess participants' knowledge of games and KITE. We logged observations during the test and, after completion, facilitated a group discussion for feedback. Participants then completed a Post-test survey to provide puzzle-specific feedback, suggestions for improvement, and assess their understanding of KITE after the game.
Click the button to view Logging Sheets
Findings from Lo-fi Testing
Users’ General Response
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Participants requested more visuals and less text on Twine for better immersion.
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The hint/walkthrough system needed more detailed guidance.
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Participants initially understood KITE superficially but would not support it post-play.
Visuals are vital
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Participants suggested adding more visuals to the game to enhance immersion and guide the story.
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Feedback highlighted the Lo-fi prototype's basic nature, and suggested using images of KITE's labs as backgrounds.
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They also complained about excessive text in Twine and Puzzle 1.
Signifiers were lacking
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Participants in Puzzle 2 struggled with the "Calculation" sheet due to confusion and incorrect answers.
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This led to second-guessing and overthinking, causing a loss of confidence and reevaluation of the process.
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Additional signifiers were added to clarify usage.
The hints needed to be more informative
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Participants found the hint system helpful, but the partial guidance for Puzzle 2 led some groups astray.
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They suggested adding guidance for both parts and making Twine changes for better Mid-fi testing.
Immersion is key
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The team plans to enhance the immersion of Puzzle 2, aiming to create an emotional connection with participants, by incorporating real research and data, and improving aesthetics and visuals.
Mid-Fi Prototype: Design
Changes from the Low-Fi
Based on feedback from our low-fidelity prototype testing, we refined our design for the medium-fidelity prototype by addressing key concerns. After making these adjustments, we developed the medium-fidelity prototype and conducted two phases of user testing.
(Image of the analysis of our Lo-fi tests)
Puzzle 1: Welcome to KITE!
(Image of our Mid-fi Puzzle 1)
In the initial puzzle, we retained the interactions from the Lo-Fi prototype but made several modifications:
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Converted the "Introduction to KITE" section into a booklet for better alignment with the passcode discovery narrative.
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Replaced "institute" with "rehabilitation," removing "ti" to simplify word unscrambling.
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Substituted "Everywhere" with "revolutionise," omitting "ev" to clarify puzzle clues.
Puzzle 2: WinterLab Reboot
(Images of our new and improved Mid-fi Puzzle 2)
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Converted into a booklet design to engage visual interest
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Adjusted various elements of the graphic design
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Switched 'Calculation Sheet' to 'Code' sheet, utilizing underlines to denote orientation
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Refined the appearance of the content
**Puzzle 3 Pivot: Database Codebreak**
(Image of our new Puzzle 3)
User testing revealed that the previous version of Puzzle 3 failed to effectively communicate KITE's principles and research, leaving players confused and uninterested. We redesigned Puzzle 3 to clearly educate users about KITE’s mission with a simpler, more interactive approach. The new puzzle involves matching a 6-letter code with KITE materials, which players must piece together to solve. This design ensures players engage with KITE's information meaningfully while balancing challenge and educational value.
Mid-Fi Prototype: Testing
Participants
For medium-fidelity user testing, we recruited two groups: two non-gamers who disliked the game and four frequent gamers who enjoyed it and wanted to learn more about KITE. We aimed for three participants per group but had only two in the first test due to scheduling issues. The second group was diverse and included people who did not know each other, providing insights into group dynamics. The testing focused on evaluating the Twine digital companion, physical puzzles, player interactions, and engagement with the game’s narrative, including reading habits and effectiveness in achieving our objectives.
Testing Process
Our testing procedure involves several key steps:
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Conduct a pre-test survey to obtain consent for video recording. Adjust camera setups or mute audio for those who prefer not to be recorded.
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During gameplay, moderators observe and record notes but avoid interacting with players to ensure unbiased testing.
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After gameplay, hold a post-test discussion to gather feedback, which is also recorded on video.
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Provide compensation in the form of pizza and other foods, up to $10 per participant.
Key Findings from Mid-fi Testing
Successes:
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Participants gained valuable knowledge about KITE, with some expressing interest in visiting KITE’s headquarters.
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The game effectively used real KITE information, with engaging elements such as the Twine digital companion and the unique magnet system in Puzzle 2.
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The storyline and physical components were well-received, effectively capturing KITE's essence and offering tangible interaction.
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Puzzle 3 successfully connected players with KITE’s research using realistic inspirations.
Failures:
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A technical glitch in Twine’s validation system caused issues with Puzzle 1, requiring adjustments.
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Testers found the story in Twine too lengthy, leading some to skip narrative elements, and suggested the game might not suit those disinclined to reading.
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Puzzles 2 and 3 were criticized for confusing instructions, impacting the clarity of the game.
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Hints were considered too vague and repetitive, though improvements in graphics were noted positively.
Conclusion:
The game effectively conveyed KITE's essence and engaged most players, but improvements are needed in narrative conciseness, hint specificity, and technical and instructional clarity to better serve a diverse audience.
Improved Mid-Fi Prototype: Design
We enhanced our Mid-Fi design by adding detailed visuals to the puzzles to simulate a lab environment with fun colours and realistic elements, like mimicking tape on paper. We also restructured the puzzles and updated the Twine portion to correct grammatical errors and improve mechanics based on feedback.
(Images of our improved Mid-Fidelity Puzzles)
Improved Mid-Fi Prototype: Testing
We conducted a final test with an older group, including participants with backgrounds in injuries and illnesses like sleep apnea. This was to ensure we included feedback from multiple age groups, complementing the positive results obtained from younger adults. Knowing the participants' backgrounds helped us anticipate potential outcomes from the testing.
Participants
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50+ year old married couple, male and female
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Participant 1 (Male): Computer Programmer, who has dealt with multiple injuries
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Participant 2 (Female): Housewife/University Student, has sleep apnea
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Native language is Spanish, Proficient in English
Pre-test questionnaire results
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Participants consented to be recorded
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Participants have never heard of KITE UHN or the Toronto Rehabilitation Centre
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When hearing the word “rehabilitation”, they think about injuries, drug rehab
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Participants do not play games often and play board games 1-2 times a year
During Testing
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The participant struggled with word unscrambling due to language barriers, expressed frustration, and used clues.
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They experienced strong dynamics, high-fiving, and accomplishment after correcting a puzzle.
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They read the narrative, discussed, and used clues after getting wrong.
Post-Test
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Participants completed puzzles in over an hour, gaining a better understanding of KITE.
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They enjoyed the variety of puzzles and hint systems, and appreciated the interactivity of magnets.
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They ranked 3 for difficulty, but felt frustration with the first puzzle.
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They expressed interest in supporting KITE and appreciated the teamwork aspect, which helped them work collaboratively and share ideas.
Game Debut Video
Final Interactive Prototype
Click the button to view Twine Screenshots
Instructions to use the prototype:
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Click to download the game file here from Google Drive.
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Go to twinery.org on your browser.
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Click ‘Use in your browser’ > Library (top toolbar) > Import > Choose file
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Select the ‘KITE__Research_Roundup_1_V2.1_-_MidFi.twee’ file and ‘Open’
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Click to ensure this block (shown below) is highlighted in blue; Select ‘Build’ > ‘Play’
6. A new tab will show up and you can start playing according to the instructions.
Answers to all puzzles: (not case-sensitive)
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Prevention
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546
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KT-JE-QB
Click the button to view Final Report in full
Case Study Slide Deck
Next Steps
To enhance our game, we plan to add more puzzles, expand testing to a broader demographic beyond university students, and continue iterative development. We aim to incorporate sound design, including sound effects and a text-to-voice feature for accessibility, into the Twine companion app. Visual improvements to both physical and digital components are planned, along with adding a timer in Twine to increase challenge and excitement. These efforts reflect our commitment to making the game more engaging, inclusive, and polished.
Implementation Plan
To advance our game development, we will focus on careful budgeting and cost estimation, aiming to pitch our concept to potential collaborators. Partnering with established game developers and publishers, as well as working closely with KITE, will ensure the game reflects KITE's values and research. We plan a strategic advertising campaign for wide distribution in game stores, targeting a broad audience. The game will also be integrated into KITE events and educational settings, with the potential development of accompanying lesson plans and materials for middle and high school students, making it both an entertainment and educational resource.