Combo Crush
Encouraging breaks during online learning
Overview
Combo Crush is a mobile game that offers an enjoyable social experience and serves as a break from work. With students spending countless hours in Zoom classes and meetings, COVID-19 has created a wonky way of balancing work and life - since these different activities and behaviors now take place in the same space. Thus, the project taps into the opportunity of improving the general well-being of students by encouraging them to maintain a work-life balance.
Type: Group Project, 5 members
Duration: 4 months (Persuasive Design, Fall Semester 2020)
My Role: UX Design Lead - user research, low and high-fidelity wireframes, visual design
Tools: Interviews, Card Sorting, Literature Review, Usability Testing, Miro, Figma, Photoshop
Problem Statement
71% of college students indicated increased stress and anxiety due to the COVID-19 outbreak while 86% graduate students experienced decreased social interaction due to physical distancing. Additionally, there are indicators that this crisis is going to transform many aspects of life; education being one of them.
How might we persuade students to take more breaks from online learning?
The Solution
A mobile game that allows students to engage with friends while taking a break from work. The process of playing the game would induce some deliberate thought about activities outside of work - ideally resulting in an increased frequency of healthy break-seeking behaviors. Some key features of the game include:
Matching ‘context cards’ with ‘activity cards’ to make creative combinations, to be specifically enjoyed by the judge, in hopes of being chosen as the winner.
Upload media of actually performing the winning ‘activity-context combination’, allowing for more point-earning.
Design Process
The design process was divided into three main stages: a) Understanding via user research, b) Exploration via ideation, c) Implementation via creating final prototypes
1. User Research
To further delve into the issue of work life balance and understand how students are currently taking breaks, the team used the following methods to conduct the user research:
Literature Review to understand the current online learning trends and issues faced by the students
Focus groups using a metaphor exercise to help surface the ways people think, feel, or behave in regard to specific concepts related to breaks from work.
Literature Review
The team studied academic research papers to find the issues related to online-learning and the influence of pandemic on the day-to day lives of students. Below are some of the key findings:
Focus Groups
The team conducted a metaphor exercise which is designed to help surface the ways participants think, feel, or behave in regard to specific concepts related to “Online Learning" during Covid”. They were presented with images representing metaphors. For each of the concepts, the participants skimmed through all of the images in the set and reasoned, if any metaphor resonated with them in regard to that specific concept.
For this exercise, the team recruited 10 participants, divided into 2 groups. Below are a few examples of metaphors chosen by participants for their respective concepts (picture captions).
Key Insights
Project Goals
There has been a decrease in the work-life balance due to pandemic - an issue that affects a wide range of demographics and other lifestyle habits. Below are the two main project goals:
2. Ideation
In the ideation stage, the team utilized “The Thing from the Future,” a design tool created by Stuart Candy (head of the Situation Lab at CMU) and Jeff Watson.
In their words, this exercise is an imaginative game that challenges designers to “come up with the most entertaining and thought-provoking descriptions of hypothetical objects from different near-, medium-, and long-term futures.”
Additionally, to further brainstorm, each team member came up with 15 ideas related to the problem space, which were then dot voted into final 3 concepts pitched to the entire cohort.
Final concepts
As a team, we pitched the three ideas to our cohort and asked them to vote as well as offer suggestions for future iterations. After analysing voting results, pitfalls of each option, and critiques received from faculty, the team decided to go ahead with idea 3 - Mobile Card Games.
Concept Evaluation
To evaluate the final idea, the team utilized Tarot Cards of Tech, a design tool created by the design consulting firm Artefact, as a means of future visioning, which encouraged us to think through the potential consequences of our design and to iterate based on the insights gained through this exercise.
Insights from evaluation
The game could be addictive with its feature of competing with the social circle and chasing high scores.
Connect users online but has the capacity to disconnect them from their offline circle.
One of the ways to address this issue is to include a time limit within the game and restricting the usage after a certain number of hours or games. Additionally, the game could stop rewarding players once the limit has been crossed or can charge them to unlock more hours.
3. Prototyping & Testing
In order to validate the functionality and design of the game, the team conducted 3 rounds of user testing with 5 participants per round. To start off, each team member created hand sketches to depict initial ideas about the game UI and how it would be played, such as the voting feature or how to limit excessive usage. These ideas were grouped and converted into the following low-fidelity digital prototypes.
A. Low Fidelity Prototype
Insights from Low-Fi Testing
Creative activities is a plus point: Some participants felt that certain “activity” cards required too much effort to accomplish a task while others liked the creativity of the cards. We decided that activity cards should be engaging enough while not requiring to expend too much energy in accomplishing tasks.
Prefer private mode over public mode: Participants seemed reluctant in performing activities and sharing with strangers on the internet. So we restricted the bonus point to private mode.
Timer and round length: Participants expressed how having shorter rounds would be beneficial for the overall game. The rounds should be short enough to be completed during one study break session.
B. Mid-Fidelity Testing
Insights from Mid-Fi Testing
Need social interaction element: Users desired the ability to interact with friends through an in-game chat function. With this, the user won’t need to use a third-party communication tool to chat alongside the game. We decided to add a chat channel to the game.
Unlocking themes to increase replayability: One suggestion that came up during the testing was to have card packs with specific themes (similar to themed expansion packs in other games), a way to get players to keep playing the game, and provide specialized activities that they would want to perform.
Ranking system: Players tended to look for immediate results instead of showing the leaderboard at the end of the game. The participants expected to earn better rewards, something that would enhance the replayability of the game, such as unlocking card packs of different themes with the points earned.
C. Hi-Fidelity Testing
Insights from Hi-Fi Testing
Ways to earn points: Some participants wanted to find some ways to earn extra points, like solo-mode, daily tasks, or a login reward to encourage users to play the game more often.
Leaderboard positioning: Users wanted the current ranking of each player to be accessible by a button at the top of the screen. We decided to position the ranking board feature as an icon, placed on one side of the screen.
No self-design cards: Even though users desired the ability to customize cards by making their own cards to create a highly unique game experience, the team decided against it because of the lack of ability to censor harmful or offensive card content.
4. Final prototype
The overall gameplay has strong similarities to Cards Against Humanity and Apples to Apples. Rules of the game are as follow:
One player from the group is assigned as the judge.
Players are shown a “context” card that is selected by the judge and has a specific context written on it - (e.g. in a patch of sunlight)
Each player also has a set of “activity” cards that have different activities written on them - (e.g. Write down the lyrics to your favorite song)
Players must select a “activity” card from their deck, to match with the “context” card such that it creates an interesting combination, within a given amount of time.
Once all players have submitted their respective “activity” cards, they can guess the card judge will pick.
After the judge makes their decision, players will receive points a) if their card was picked by the judge, b) additional points if they correctly guessed the judge’s pick.
Finally, players also have the option of participating in a timed bonus round for extra points where they can submit a picture or video of performing the chosen activity-context combination.
So, how is Combo Crush persuasive?
Multiplayer game
To combat isolation, we decided to make the game a multiplayer game. The players can see how they rank in comparison to other players which channels social proof (technique where individuals are persuaded to conform to the behavior of others) and competitiveness to further incentivize regular play.
Unlock Card Packs
The game uses intermixing, by having multiple different types of card packs, ones that include healthy break options, like the “Active” pack, grouped with packs like the “Silly” pack so that users don’t feel overloaded by specific types of activities and that our intentions to encourage breaks don’t become obvious.
Login Bonus
During testing, participants were afraid that what if they kept losing the game. A login reward would encourage users to play the game more often. These points, along with the points earned from playing games, can be redeemed to buy avatars, reactions and card packs
Avatars
Avatars and cards will help to create a personalized psychological safe space where they could take a brief reprieve from the demands of their schedule.
Takeaways
More testing is not equivalent to more insights: We conducted testing with 15 participants over 3 rounds, and more often than not, there were a lot of overlaps in the user feedback, which was helpful to validate. But in a professional setting where specific budgets are assigned for testing, it is better to carefully think about the how many participants to recruit and how many tests to conduct.
Be open to experimentation and new methods: The project used multiple novel methods in research and ideation, which were extremely critical in deriving insights and improving the initial concepts.