Learning History Through Video Gameplay

01 / OVERVIEW

Role

UI Designer & Multimedia Author

Responsibilities

Strategy & Planning
UX/UI
UI Design
Illustration

In this project, I created an interactive multimedia piece that explores how we learning history and how we can use video games to further educate.

Learning History through the interactive use of video games isn’t a new concept. It was one I looked to explore due to learning in this way is a very valid way to educate people. This is especially true with language. A requirement of this specific course was to build a fully functional interactive project with animations, video, and sound to enhance and bring interest to the subject. It was considered to be a final project and something that could be added to a portfolio.

The idea for this project started shortly after playing Assassin’s Creed 2, I found myself remembering specific phrases and landmarks shown in the game. Understanding that repetition is one of the keys to learning, I found these pieces of information easily recalled.

I took this course during the Spring of 2016. During the course, I created storyboards, user interactivity and animations, and a prototype of this interactive piece.

02 / STORYBOARDING & PLANNING

Creation of Storyboards to Explore Interactivity

This project began with an idea. Playing through the second game of the Assassin’s Creed series, I recalled some of the Italian language with ease due to how it was presented. I was able to learn short phrases and words by keeping subtitles turned on (in English) and listening to what was spoken (in Italian). Specific words and phrases were then repeated quite a few times during gameplay. Repetition is a key in learning, and this repetition proved successful as I was able to naturally recall these words and phrases.

Running with that idea, while taking Multimedia during my last few terms at Portland Community College, I decided this would be a really fun project to explore. Thus, my 6 month project began…

Starting simply, I created a mood board/book and fleshed out the project ideas in writing. This was a way to set the stage for the project itself.

03 / USER TESTING

Who are my Users?

The users of this interactive media project could very well be museum goers with it hosted in an interactive kiosk or those interested in learning how video games could potentially increase learning capabilities in all ages. This could definitely be utilized anywhere, but it is best viewed on a large screen or desktop due to the intricate nature of the material and education possibilities.

A very small and short duration of user testing was conducted early on in the project. This user test included other students in the program and was purely to gauge interest in the project. The bubble/flow chart below shows part of that user test and recommendations from fellow students was implemented into the final design.

03 / INTERACTIVE SCREENS

Development of the Interactions

Working with this fairly general test along with the possible expectations of the fans of the series, interactive screens were developed and continued to be tested and iterated on.

The requirements of the interactive project were: at least 5 screens of interactivity, some animating features, at least 1 video, sound playing throughout, and an interesting subject to showcase.

My resulting project ended up with around 25 screens of interactivity, every screen was animated in some way with some clickable buttons, 2 videos, 3 different pieces of music, and a subject that was well researched and thought out to showcase. It was an ambitious project and seeing it through to completion was exhilarating.

(This even included an easter egg which I thought was fun to include.)

The Templar screen is an easter egg! It would encourage visitors to click on everything and to encourage interactivity. Click on anything and see if it takes you somewhere unexpected!

06 / RESULTS & OUTCOMES

What Was Learned

Never Enough Time for Everything

The main issue that I ran into yet again throughout the production of this project was running out of time to fully develop what I visually see in my head. I would make every attempt to allow myself more time, but I quickly realized why and how this sort of design really does require a good amount of time to develop. I eventually found my stride, but I can’t help but wonder if I revisited this project, what I would do differently.

Mindful Step By Step Process

What was helpful in not feeling completely overwhelmed with the amount of work it takes to make something like this was the strategic steps it takes to work through things. This project introduced portions to work on strategically and purposefully. I found this technique of taking manageable chunks of the project to work on week by week and month by month immensely helpful.

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