UC Games Catalog
A second-year group project from the University of Canterbury that is a prototype catalog to house all the games produced from various places over various years at the university.
Our Project consisted of six-week development sprint, with an additional week to prepare for finalisation and submission. Over these weeks our process included:
Before we met with stakeholders and got started with the project, we were given a brief with a broad criteria which we would need to refine with further stakeholder input and research. Some of the main requirements were:
As a group we decided we would need to conduct research to examine what ways games can be filtered and listed by looking at similar solutions on the internet. We would also get input from stakeholders to understand what information would be best served in this catalog concept, and what filtering patterns would be most useful. In addition, a JSON format to store gamemeta data already exists at the University but is used for a different purpose. We decided we could adapt it to suite the needs of the project.
For our research we looked primarily at three sites: Steam, Itch.io and the Meta Shop. Within these sites, we looked at different components and elements utilised to display and list games.
We met with two different stakeholders to gain an understanding of how the catalog would be used and what it would need to do. These stakeholders were both staff members who oversee the teaching and facilitation of game development at the university so offer crucial insights for what our solution would need to resolve. Some important insights and needs of our stakeholders:
We also regularly went back to our stakeholders through the development process so they could help form decisions and give us feedback on the prototype as it developed.
We used ideas discovered in our research and combined them with our own ideas tailored to the project and stakeholder needs.
Each of us created ideation sketches for different parts of the prototype as paper sketches. This includes:
During this process, I explored different ideas for cards and filtering UI and methods, and combined the most suitable ideas into a larger idea for a catalog page. I took a similar approach with the Game Page by first developing smaller components and variants and combining them into a larger idea.
We then converged our different ideas together to evaluate which parts would work best given the needs of our stakeholders and project requirements. In doing so, we created two "unified wireframes", one representing the catalog/home page, and the other being the game page.
We translated our unified wireframes and sketches into Figma Prototypes using the screens we had developed.
When we started web prototyping we chose to use the React framework for our prototype. This was for a few reasons.
Our React prototype would be centered on two different pages. One would be the landing page, which would list all the games and offer a place for filtering and searching through games. The second page would be game page, where information, media and links to resources would be loaded for a specific game. This page would be re-used for each game in the catalog.
As this was a group project, we all contributed to the project in various ways. This was mainly decided based on our interests and strengths. My main responsibilities:
We had four participants in our user testing who were game development students from the University. This was fitting, as these people frequently work with games and would be end users if the prototype were ever to be deployed.
One thing we had in mind for testing was the way in which our filters functioned.
We believed prior to testing the second method would more likely be favoured. Sure enough, user testing confirmed this. The testees were confused how more games started appearing when multiple values across categories were selected, because they were trying to find a game using a specific criteria.
Something else valuable we realised with this research is that we aren't game experts, despite our discussions with our stakeholders. This was important for a few reasons:
Development should always consider the end-user, even for the small things that may go overlooked.
Looking back this was largely a successful project for a few different reasons.
The four-person team I was part of was worked together very effectively.