Bachelor of Design (Honours) in Creative Media
Collaborative Design Practice / Final Compilation & Reflection
SUBMISSION
PROJECT 1⇒ EMPATHY MAP & PROBLEM STATEMENT
26.09.2025 - 24.10.2025 (WEEK 01 - WEEK 05)
Link to PROJECT 1's blog:
PROJECT 2⇒ PROPOSAL
31.10.2025 - 14.11.2025 (WEEK 06 - WEEK 08)
Link to PROJECT 2's blog:
https://0367743.blogspot.com/2025/12/collaborative-design-practice-project-2.html
PROJECT 2⇒ PROPOSAL
31.10.2025 - 14.11.2025 (WEEK 06 - WEEK 08)
Link to PROJECT 2's blog:
https://0367743.blogspot.com/2025/12/collaborative-design-practice-project-2.html
FINAL PROPOSAL SLIDE PRESENTATION
PROJECT 3⇒ PROJECT IDEATION PROTOTYPE
21.11.2025 - 05.12.2025 (WEEK 09 - WEEK 11)
Link to PROJECT 3's blog:
PROJECT 3⇒ PROJECT IDEATION PROTOTYPE
21.11.2025 - 05.12.2025 (WEEK 09 - WEEK 11)
Link to PROJECT 3's blog:
https://0367743.blogspot.com/2025/12/collaborative-design-practice-project-3.html
FINAL PROJECT PROTOTYPE PRESENTATION
CDP Proposal by Winnie Ho
GLUCONOMY REDESIGN OUTCOME
Figure 1.0 Gluconomy Close-Up Look
Figure 1.1 Overall Gluconomy Elements
Figure 1.2 Some Gluconomy Elements
Figure 1.3 Gluconomy Overview
Figure 1.4 Elements In Packaging LayoutFINAL REFINED PACKAGING DESIGN AFTER FEEDBACK
Figure 1.5 Refined Packaging DesignFINAL OVERVIEW OF GLUCONOMY
Figure 1.6 Final Overview Of Gluconomy
https://0367743.blogspot.com/2025/12/collaborative-design-practice-project-3.html
FINAL PROJECT PROTOTYPE PRESENTATION
CDP Proposal by Winnie HoGLUCONOMY REDESIGN OUTCOME
FINAL REFINED PACKAGING DESIGN AFTER FEEDBACK
FINAL OVERVIEW OF GLUCONOMY
FINAL PROJECT⇒ CLIENT PRESENTATION
12.12.2025 - 02.01.2026 (WEEK 12 - WEEK 14)
Link to FINAL PROJECT's blog:
FINAL COMPILATION OF TEST GAMEPLAY FEEDBACK
FINAL PROJECT⇒ CLIENT PRESENTATION
12.12.2025 - 02.01.2026 (WEEK 12 - WEEK 14)
Link to FINAL PROJECT's blog:
FINAL COMPILATION OF TEST GAMEPLAY FEEDBACK
GAMEPLAY & PRESENTATION WALK THROUGH WITH ORIGINAL GAMEPLAY CREATOR
GAMEPLAY & PRESENTATION WALK THROUGH WITH TARGET AUDIENCES
OVERALL LINKS TO BLOG
Link to PROJECT 1's blog:
Link to PROJECT 2's blog:
https://0367743.blogspot.com/2025/12/collaborative-design-practice-project-2.html
GAMEPLAY & PRESENTATION WALK THROUGH WITH ORIGINAL GAMEPLAY CREATOR
GAMEPLAY & PRESENTATION WALK THROUGH WITH TARGET AUDIENCES
OVERALL LINKS TO BLOG
Link to PROJECT 1's blog:
Link to PROJECT 2's blog:
https://0367743.blogspot.com/2025/12/collaborative-design-practice-project-2.html
Link to PROJECT 3's blog:
Link to PROJECT 3's blog:
Link to FINAL PROJECT's blog:
Link to FINAL PROJECT's blog:
REFLECTION
EXPERIENCES
Throughout this project, I experienced the full progression of redesigning an educational board game, from early research and concept development to refinement, production, and final presentation. Beginning with empathy mapping, problem statements, and user personas, I learned that effective game design extends beyond visual appeal to include user psychology, engagement, and educational intent. Meeting the original gameplay creators and understanding their design goals helped ground our creative decisions in purpose rather than assumption. As the project advanced, developing art direction and multiple board concepts challenged me to translate complex bioscience ideas into visuals that were friendly, accessible, and engaging, while still maintaining gameplay clarity.
Moving into the later phases, the project became increasingly hands-on and execution-focused. Refining typography, layouts, and components such as the board, mitochondria sections, and ATP cash required close attention to consistency and detail. Working collaboratively across different components strengthened team communication and efficiency, especially as we balanced multiple design outcomes. The production stage, including printing, laser-cutting, and physical assembly, was particularly impactful, as it revealed how digital designs must adapt to real-world constraints. Presentations and playtesting sessions further reinforced how design decisions directly affect user experience.
OBSERVATIONS
Throughout the process, I observed that iteration and feedback play a critical role in improving design quality. Input from lecturers, original gameplay creators, and target users often revealed issues that were not immediately visible during the design phase, such as layout clarity, rule communication, and component usability. These moments highlighted that design is rarely linear, and meaningful outcomes often require revisiting and refining ideas multiple times.
I also observed the importance of collaboration and communication in managing a complex project. Dividing responsibilities while maintaining a shared visual direction was essential to keeping the project cohesive. Additionally, balancing educational content with enjoyment proved to be a consistent challenge, requiring careful consideration of how mechanics, visuals, and terminology influence player perception and engagement.
FINDINGS
One of the key findings from this project was that successful design relies on a balance between creativity, research, and practicality. Empathy-driven research helped guide creative direction, while structured iteration and testing ensured that ideas translated effectively into a functional product. I learned that physical testing is especially important in board game design, as usability issues often only emerge through real interaction.
Overall, this project strengthened my skills in user-centred thinking, collaboration, problem-solving, and translating abstract concepts into meaningful, tangible outcomes. It reinforced the value of thoughtful design decisions, clear communication, and reflective practice—lessons that will strongly inform how I approach future design projects involving both digital and physical experiences.
EXPERIENCES
Throughout this project, I experienced the full progression of redesigning an educational board game, from early research and concept development to refinement, production, and final presentation. Beginning with empathy mapping, problem statements, and user personas, I learned that effective game design extends beyond visual appeal to include user psychology, engagement, and educational intent. Meeting the original gameplay creators and understanding their design goals helped ground our creative decisions in purpose rather than assumption. As the project advanced, developing art direction and multiple board concepts challenged me to translate complex bioscience ideas into visuals that were friendly, accessible, and engaging, while still maintaining gameplay clarity.
Moving into the later phases, the project became increasingly hands-on and execution-focused. Refining typography, layouts, and components such as the board, mitochondria sections, and ATP cash required close attention to consistency and detail. Working collaboratively across different components strengthened team communication and efficiency, especially as we balanced multiple design outcomes. The production stage, including printing, laser-cutting, and physical assembly, was particularly impactful, as it revealed how digital designs must adapt to real-world constraints. Presentations and playtesting sessions further reinforced how design decisions directly affect user experience.
OBSERVATIONS
Throughout the process, I observed that iteration and feedback play a critical role in improving design quality. Input from lecturers, original gameplay creators, and target users often revealed issues that were not immediately visible during the design phase, such as layout clarity, rule communication, and component usability. These moments highlighted that design is rarely linear, and meaningful outcomes often require revisiting and refining ideas multiple times.
I also observed the importance of collaboration and communication in managing a complex project. Dividing responsibilities while maintaining a shared visual direction was essential to keeping the project cohesive. Additionally, balancing educational content with enjoyment proved to be a consistent challenge, requiring careful consideration of how mechanics, visuals, and terminology influence player perception and engagement.
FINDINGS
One of the key findings from this project was that successful design relies on a balance between creativity, research, and practicality. Empathy-driven research helped guide creative direction, while structured iteration and testing ensured that ideas translated effectively into a functional product. I learned that physical testing is especially important in board game design, as usability issues often only emerge through real interaction.
Overall, this project strengthened my skills in user-centred thinking, collaboration, problem-solving, and translating abstract concepts into meaningful, tangible outcomes. It reinforced the value of thoughtful design decisions, clear communication, and reflective practice—lessons that will strongly inform how I approach future design projects involving both digital and physical experiences.
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