


A Monster Collectible game
During our first Semester in „Design thinking“ we were assigned to create an App based on the needs and wants of our Persona. The group I led already had a peer group we could interview:
Teenagers of age 16-18, who are in the Arts-class of a middle school in Frankfurt.
Because we were trying to make a game fitting for school students, we didn’t want it to be too time-consuming. Thus we built some ideas, what would be fitting for a student and via dotmocracy decided what we, as group, deemed best. An idle collectible game with a mission mode was the solution for us.
With the help of Guerilla-interviews we found out that our peer group is interested in a creepy yet cute aesthetic, we even let them design a few design of their own to see what they like for ourselves.
We neatly documented our finds and went into the next Phase: Design Phase
Design Phase
In this Part we created everything that needed to be done for our Figma prototype. We needed a sample character, a collection, icons, loading screen, map etc. A team member and I split our efforts on this one to be faster during the process. Many assets were her design and I translated them into another picture language to make them more diverse usable. All the backgrounds, character illustrations, loading screens were on my plate.





Figma - Prototype

I assigned a team member to build the Figma prototype, but found quickly he wasn’t as reliable as I’d hoped. So it fell on me to build the Prototype. Luckily Figma is a very intuitive program and I fastly found out what works!
After the Prototype was built, we went back to our peer group and let them test it. Their response was great and we were film-documenting their use of it.