Designed a prototype MVP for an obsolete educational video game

Role

Product Designer

Team

3 Product Designers, 1 Research Expert

Time

7 months

Deliverables

High fidelity prototype, Competitor analysis, Literature review, Feedback artifacts

About Cool School

Cool School was a popular conflict resolution PC game for kids in the 2000s, which died with flash games.

My goal was to recreate the classic game from scratch for my client as a prototype for the modern audience of kids, so he could present it to the Federal Department of Education and get the game remake project approved.

The Problem

The original game followed a linear plot, where solving conflicts would give you a trophy, and the game would end on collecting all of them. This limited the game's replay value.

The linear gameplay allowed for limited exploration and interactions

Kids now are more comfortable with tablets and phones than PCs

Diversity and inclusion are more important now than 20 years ago

User Research

We decided to collaborate on-site with the UMD KidsTeam - a research group of kids, to gather qualitative data, test our prototype iterations and get new ideas for the game.

Contextual Inquiry

We observed the kids playing from a distance, noting their comments and reactions, and helping where needed.

Likes, Dislikes, Design Ideas Session

At the end of playtime, we would ask them what they liked and disliked, and how would they improve the game.

Layered Elaboration

We asked them to draw on printouts of game screens, letting them draw on top of each other's ideas.

Key Observations

Importance of Identity

Kids associated the game avatar with their own identity

Freedom to Explore

They wished to be as free in the game as a virtual world

Immersive Experience

The game didn't feel relatable or engaging enough

Solution 1: Character Customization

To give them a stronger sense of identity, I designed a feature that let players create their own character.

I added more personalization through apparel shops and their interactions with different characters.

1st Design Sprint

Final Design Sprint

Solution 2: Open World Experience

To make players feel more free in the game, I redesigned the game as an open world.

This would allow the kids to roam, explore, and find conflicts to resolve on their own, also finding many interactions along the way.

1st Design Sprint

Final Design Sprint

Solution 3: More interactions and relatable plots

I added quests, rewards, secrets and several in game interactions with characters and objects around the school to make the game more immersive.

Based on our research, and with the help of the client, I also updated the original plots to be more relatable and inclusive to modern kids.

1st Design Sprint

Final Design Sprint

A Refined Game Experience

Original Assets

I drew all new assets for the game using Adobe Illustrator.

I designed player character and NPCs as cute colored shapes to minimize gender, skin, cultural and body shape exclusion.

Motion and Audio

I animated game characters with my team and created cutscenes.

We also added background music and audio for text dialogues to make the game fluid and more accessible than before.

Before and After

Music Room (Original Game)

Music Room (Re-Design)

Reflection

I learned the importance of adapting design sprints to our constraints for success during this project. We adjusted roles, timelines, and workflow in each sprint to address previous challenges and optimize for current goals.

What's Next?

I believe that allowing teachers to incorporate personalized conflict scenarios can further enhance the game's immersion and effectiveness for a more engaging learning experience.

Also, the game has great potential for a multiplayer mode. Observing fellow players' experiences can increase engagement and attract more players, fostering motivation to explore and interact within the game.