Dev Log #5: Final Prototype, Presentation and Professional Feedback



Our third prototype made the following revisions:

  • Player profiles were simplified to be less text heavy and easier to get an overview of the persona.
  • Each of the social determinants are color coded to be consistent with the game.
  • Sliders on the card would allow point amounts to go up or down during gameplay.

Prototype of Action  Cards:

  • Chance, Choice and Heart Cards had simpler icons for easy recognizability.
  • Consider It! cards should be more meaningful and have real world applicability to facilitate problem solving between social work professionals.

Prototype #3 Gameboard:

  • Action cards are on every space with icons that are more easily recognizable.
  • We got rid of topic specific rows since it required making sets of card for each determinant. 5 determinants x 3 cards meant 15 sets of cards which was overwhelming for the set up.
  • Ultimately we would like to expand the gameboard to include more spaces between Consider It! Check points.


Poster for our game:


Presentation to gameplay experts:

We presented our game to guest critics Clay Ewing (interactive media/games, designed Hustlin’ Health Care), Dr. Jill Sanko (nursing/health/simulation and co-designer of Dwell); both faculty at University of Miami as well as Lien Tran, MFA/

Assistant Professor, Jarvis College of Computing and Digital Media DePaul University

 

Feedback:

  • Clarification of Consider It! spots as a checkpoint: Clay Ewing questioned scenarios in which a player might pass by the spots. We explained that these are checkpoints where players would stop gameplay and the card would facilitate discussion of a real world situation likely to be encountered by social workers.
  • Question by both Dr. Sanko and Clay Ewing: Do we need a die? Should players progress through the board a square at a time to ensure all spaces are landed on and there is enough gameplay. This would be a consideration for a next iteration since we feel it is linked to how many spaces. If our game board would have more limited spaces a die would not be needed. During our recent test play, though, one player mentioned wanting more of an element of unpredictability or randomness in which cases a larger board and use of a die to determine spaces might be preferable.
  • Changing Personas to Cases: Dr. Sanko suggested that, instead of players assuming a persona, they be given several profiles that would represent clients/cases they would be handling. The gameplay would then simulate a real world situation in which social workers need to balance the needs of a diverse roster of clients. The new goal would be to finish the game having achieved maximum wellness for the caseload profiles.

 

Next Steps:

  • More Field Research: We would like to interview more professionals in the social work field to get a sense of gaps of knowledge and skills in fledgling social workers.
  • Contextual Test Play: We would have fledgling social workers test the game and get feedback on experience and meaningful value of the game.
  • Test knowledge before and after: Kahoot type quiz and/or facilitate discussion after game play could be developed.

 

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