AR inclusive game

An Augmented Reality gaming system that engages people with different abilities in sports
# Product management  # Inclusive design

🎯 Project

Team AiRPlay created the project “iGym”, an Augmented Reality gaming system that engages people with different abilities in sports using projection.

🛠️ My roles

I started as a UX Designer, critiquing old app designs and creating and testing new ones. Then, I became a Product Manager, leading a team to improve the entire product based on market and user feedback.

📉 Achievements

- Developed a user-friendly and visually appealing app through 3 rounds of testing and refinements
- Enhanced the app design using a design system and created a mascot design
- Organized successful implementations of a functional gaming system, incorporating app, projection, and physical equipments

Advisors

Dr. Roland Graf
Dr. Michael Nebeling
Dr. Hun-Seok Kim

Team

1 PM ← I’m here
3 UXD ← I’m here
1 Product strategist
4 Engineers

Length

Jan - Dec, 2024 (1 year)

Tools

Figma, Sketches, Procreate, Miro, ROS 2

Skills

Product management, Product thinking, Prototype, Game design, Interaction design, Collaboration, Communication, Leadership

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2-minutes project summary!

Cross-device experience
Game
Buttons
Companion app
Landing page
How to play
How it works
Goal: Engage those with mobility disabilities in sports
It is hard for people with disabilities, especially mobility impairments, to play sports with people who can move freely. This project aims to make sports and play inclusive and fun for people of all abilities.

We use user engagement and inclusivity as success metrics, tracking participation and user feedback during tests.
Constraints: Ambiguity and limited resources
1. Ambiguity:
The project lacks clear goals and heavily depends on team members' motivation and insights for decision-making.

2.Limited resources:
As a student-led school project, there are constraints on team members' time and availability, along with limited development resources to bring our design to life.
How I did it?
Feel free to jump around or let me walk you through~

Let's start our adventure to collect 6 gems!

Beyond design skills, I gained valuable soft skills like communication, collaboration, and leadership in this project. Each time I learned these skills, it felt like collecting gems in an adventure journey. Are you up for joining this adventure and discovering what happens after collecting all 6 gems?

Level 1:
Generate new ideas from previous designs

🤔 What I’ve learned: How to make design decisions by using product thinking

During the design process, the head professor aimed to make every game variable adjustable for users, but the design team held a different view.

We believed that while this feature seemed accessible, it could significantly decrease learnability. Users might spend 10 minutes adjusting settings for a 3-minute game. To support this decision, I created user journeys, analyzed technical feasibility and resources, and outlined 6 reasons to remove this from the main flow.

Surprisingly, the professor was convinced, and I impressed the team by approaching it with a holistic product mindset, despite having only two meetings with the team.

We find an Amber!

Level 2:
Craft, implement, and test new designs

📚 What we’ve done: Design review, game ideas & development, user tests

After reaching an agreement on the variables' settings, we iterated the app design for one round and had it reviewed by the entire team. We also brainstormed ideas for additional games to add to our system. The next step was testing our designs.

We conducted an internal test with ourselves as users to further refine the product. Additionally, we organized an external test, inviting people unfamiliar with our product as users.

I organized both tests, creating activity schedules, usability test plans (surveys, interviews, observation logs), and communicated with team members, the school, and participants.

🤔 What I’ve learned: How to make difficult decisions independently and manage risk

I faced a challenge while organizing the two tests. The development team was unsure about completing a crucial function within the given time, prompting the need to adjust the test scope.

I made 3 plans: the ideal plan (testing with real end-users), the realistic plan (inviting friends unfamiliar with the project), and the backup plan (inviting only team members).

After discussing with professors, team members, and reevaluating the goal, I opted for the realistic plan as it aligned with our aim of identifying issues for further product iteration.

We find a Sapphire!

Level 3:
Gain market feedback for productization

🤔 What I’ve learned: How to set goals for a team under ambiguous situation

At the beginning of the semester, as the team's Project Manager, I had to formulate a semester plan and set sprint goals. However, the professors were unsure about the project direction, requiring me to create flexible plans in an ambiguous situation.

I discussed this with the entire team, noting their suggestions for necessary tasks. Through multiple drafts and discussions with the professor, I clarified our ultimate goal: to make the entire system "up and running," a goal only partially achieved by our previous cohort.

Subsequently, I designed flexible plans prioritizing high-impact tasks. From then on, my daily responsibilities included hosting weekly meetings, using Trello to assign weekly tasks, and maintaining regular communication with different teams and professors.

We find an Amethyst!

Level 4:
Iterate according to user feedback

📚 What we’ve done: App iteration, New game flow, UI-system connection

Remember the user test and game ideas we discussed earlier? We incorporated the feedback into our product, including the UI flow for the new game. However, regular users faced difficulty manipulating the game through the ROS2 interface. Now, we need to link the new app design to the system, enabling users to start and control the game through the app.

The UI-system connection posed a significant challenge for the development team, requiring extensive time to link all UIs and address debugging issues. Unfortunately, this led to a delay in the overall schedule.

🤔 What I’ve learned: How to communicate to gain response & collaborate

Throughout the project, I picked up valuable insights on attention management and work mentality. Initiating discussions or task distribution at the beginning of meetings proved effective in capturing people's attention, as they would focus on project details to understand their tasks better. Utilizing calendar invites and reminders on public channels became essential tools to maintain a smooth workflow.

In a student-led school project where work is not compulsory, effective communication and task distribution in a friendly manner are crucial. I also learned the importance of building positive relationships with team members, fostering mutual understanding to enhance overall productivity.

We find an Emerald!

Level 5:
Polish with systematic and brand design

🤔 What I’ve learned: How to design with accessibility and inclusiveness in mind

I took on the task of designing a mascot but faced challenges in creating a "fully inclusive" design that didn't indicate any race, gender, or sexuality.

Researching inclusive design revealed that no color or shape could be entirely neutral. To address this, the best approach was to design characters representing various races, genders, and sexualities. However, given time constraints, I opted for simple, cute characters that demonstrated interactions and were inclusive of players with or without wheelchairs.

Recognizing the importance of inclusiveness, I used non-human characters to avoid specific identity issues. Finally, I created animations for a more engaging gaming demonstration.

We find an Obsidian!

Level 6:
Physical interaction & Make it run!

🤔 What I’ve learned: Leadership indicates responsibility

Throughout this year-long project, I learned that leadership comes with greater responsibility.

In the latter half, team members became occupied with job applications and finals, resulting in decreased project commitment and dissatisfaction from professors regarding productivity. As it was a school project, pushing them to work harder was challenging.

To boost motivation, I organized co-working sessions, offered positive feedback, and adjusted schedules to be more flexible. These efforts ultimately helped the team achieve the semester goal. However, I acknowledge the need for improvement in fostering transparent communication between professors and the team.

We find a Garnet!

You collected all 6 gems.
It’s time to summon a dragon!

Thanks for joining my adventure.
Hope you had a good time!

AR inclusive game
Level 1: Critique & low-fiLevel 2: Design & TestLevel 3: Business analysisLevel 4: IterationLevel 5: Visual designLevel 6: Make it run
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