Pages & Pathways

A phone with a mobile game lying on a mossy rock

12-Weeks | Built Figma

Field Testing | Focus Groups | Mobile Design

The Problem

What do you get when you combine one of the most confusing briefs you've ever received, with one of the most ambitious projects you've ever worked on? Well, you get Pages & Pathways: A prototype mobile game that incorporates a gps-driven narrative and unique interactions that even Figma support deemed impossible.

a person playing a mobile phone game
a tutorial page of a mobile game
A phone with a mobile game on it, sitting on top of moss

Challenges

Challenging but not too challenging

Early on within this assignment, I wanted to gain an understanding into when repetitive games go from fun to tedious. After conducting a series of focus groups, the common consensus from the participants was that it all centred around challenge and difficulty, most notably, the fine line between something being too challenging, and something being too easy.


Early iterations of the prototype were received poorly due to excessive challenge and difficulty, most users noted that the 'mission objectives' seemed unobtainable, as such various iterations ranging in difficulty were created to 'hone in' on a difficulty that was more fine-tuned and enjoyable.

Three phones lying on the floor with a mobile interface on each one

The game's natural habitat…

Given that the game was designed to get users outdoors and explore Greater Western Melbourne, it was essential to test the game in its intended environment. Field testing sessions were conducted across various locations scattered across Melbourne, each one conducted on a different day to ensure a variety of weather and lighting environments.


It became clear that the pace of game was too fast for users, as they were trying to navigate locations they had never been before. Adjustments were made to the game's overall speed to account for this finding, improving and enhancing the overall experience.

The Solution

Apple AirPods and an Iphone lying in the grass
A player field-testing a mobile game made by Adesto Studios
A screenshot of a mobile game designed by Adesto Studios
A person walking amongst a dense forrest using their phone

Next Project:

Featherly

Social media but for old people. Oh and there's also birdwatching.

Ready to make
something great?

Fill out the form to unlock the full potential of your business…

Pages &
Pathways

A phone with a mobile game lying on a mossy rock

12-Weeks | Built Figma

Field Testing | Focus Groups | Mobile Design

The Problem

What do you get when you combine one of the most confusing briefs you've ever received, with one of the most ambitious projects you've ever worked on? Well, you get Pages & Pathways: A prototype mobile game that incorporates a gps-driven narrative and unique interactions that even Figma support deemed impossible.

a person playing a mobile phone game
a tutorial page of a mobile game
A phone with a mobile game on it, sitting on top of moss

Challenges

Challenging but not too challenging

Early on within this assignment, I wanted to gain an understanding into when repetitive games go from fun to tedious. After conducting a series of focus groups, the common consensus from the participants was that it all centred around challenge and difficulty, most notably, the fine line between something being too challenging, and something being too easy.


Early iterations of the prototype were received poorly due to excessive challenge and difficulty, most users noted that the 'mission objectives' seemed unobtainable, as such various iterations ranging in difficulty were created to 'hone in' on a difficulty that was more fine-tuned and enjoyable.

Three phones lying on the floor with a mobile interface on each one

The game's natural habitat…

Given that the game was designed to get users outdoors and explore Greater Western Melbourne, it was essential to test the game in its intended environment. Field testing sessions were conducted across various locations scattered across Melbourne, each one conducted on a different day to ensure a variety of weather and lighting environments.


It became clear that the pace of game was too fast for users, as they were trying to navigate locations they had never been before. Adjustments were made to the game's overall speed to account for this finding, improving and enhancing the overall experience.

The Solution

Apple AirPods and an Iphone lying in the grass
A player field-testing a mobile game made by Adesto Studios
A screenshot of a mobile game designed by Adesto Studios
A person walking amongst a dense forrest using their phone

Next Project:

Featherly

Social media but for old people. Oh and there's also birdwatching.

Ready to make
something great?

Fill out the form to unlock the full potential of your business…

Pages & Pathways

A phone with a mobile game lying on a mossy rock

12-Weeks | Built Figma

Field Testing | Focus Groups | Mobile Design

The Problem

What do you get when you combine one of the most confusing briefs you've ever received, with one of the most ambitious projects you've ever worked on? Well, you get Pages & Pathways: A prototype mobile game that incorporates a gps-driven narrative and unique interactions that even Figma support deemed impossible.

a person playing a mobile phone game
a tutorial page of a mobile game
A phone with a mobile game on it, sitting on top of moss

Challenges

Challenging but not too challenging

Early on within this assignment, I wanted to gain an understanding into when repetitive games go from fun to tedious. After conducting a series of focus groups, the common consensus from the participants was that it all centred around challenge and difficulty, most notably, the fine line between something being too challenging, and something being too easy.


Early iterations of the prototype were received poorly due to excessive challenge and difficulty, most users noted that the 'mission objectives' seemed unobtainable, as such various iterations ranging in difficulty were created to 'hone in' on a difficulty that was more fine-tuned and enjoyable.

Three phones lying on the floor with a mobile interface on each one

The game's natural habitat…

Given that the game was designed to get users outdoors and explore Greater Western Melbourne, it was essential to test the game in its intended environment. Field testing sessions were conducted across various locations scattered across Melbourne, each one conducted on a different day to ensure a variety of weather and lighting environments.


It became clear that the pace of game was too fast for users, as they were trying to navigate locations they had never been before. Adjustments were made to the game's overall speed to account for this finding, improving and enhancing the overall experience.

The Solution

Apple AirPods and an Iphone lying in the grass
A player field-testing a mobile game made by Adesto Studios
A screenshot of a mobile game designed by Adesto Studios
A person walking amongst a dense forrest using their phone

Next Project:

Featherly

Social media but for old people. Oh and there's also birdwatching.

Ready to make something great?

Fill out the form to unlock the full potential of your business…