Collaborative Design Pratice Task 1: Empathy map & problem statement

22.09.2025 - 24.10.2025 (Week 1 - Week 5)
Lew Guo Ying / 0365721 / Bachelor of Design in Creative Media
Collaborative Design Pratice
Task 1: Empathy map & problem statement

Index


Instructions

MIB for Collaborative Design Pratice

Requierement:

In this group project, we are required to select an existing game concept developed by students from another module and collaborate directly with its original creators. The goal is to further develop their conceptual idea into a tangible, physical board game design.

At the beginning of the process, our focus is to conduct research, understand user needs, and analyze the gameplay experience to ensure the redesign remains meaningful and user-centered.
Through this stage, we are expected to complete both the Empathy Map and the Problem Statement, which will define the foundation for our upcoming design development.


Fig1.1 The Gluconomy

Before starting the task, our class conducted a selection process among two proposed game ideas, and our group decided to choose The Gluconomy.

After understanding and playing the prototype, we found that it is a biology-themed game that visually presents more of an economic system. The gameplay includes elements such as Power Cards, a Bank, Investment, Stock Market, Dice, and even a Jail system.

In essence, players must convert glucose into ATP to achieve victory. Throughout the game, players can use Power Cards to interfere with others, while luck also plays a key role — as many actions depend on dice rolls and daily stock card draws to determine the outcomes. This summarizes the overall gameplay and rule structure of The Gluconomy.


After Play Findings

During our group playtest of The Gluconomy, several practical and rule-related issues were identified. These affected both the clarity of gameplay and the strategic balance of the overall experience. The findings below summarize key areas that require improvement in future redesign phases.


1. Unclear Investment Rule
– The Investment section does not clearly explain how dice results determine returns, leading to confusion and inconsistent outcomes.

2. Contradicting Start Conditions
– Players are told they can only start with one glucose, yet Investment requires two or four glucose to activate, creating early-game contradictions.

3. Ambiguous Dice Turn Order
– The rule states players roll dice to decide who starts but fails to specify clockwise or counterclockwise order afterward.
– This caused long setup times and confusion, especially in six-player sessions where the turn sequence became disorganized (e.g., 1→4→6→3→5→2).


Fig1.2 Gameboard

4. Limited Board Space & Token Overlap
– The game board layout is too compact, causing overlapping glucose and ATP tokens between players’ areas.
– This led to difficulty tracking resources and frequent accidental interference.

5. Glucose Token Shortage
– Frequent use of glucose for multiple actions (investment, trading, stock) quickly caused token shortages, forcing players to reuse or take from the board, creating clutter and potential unfairness.

6. Restricted Power Card Usage
– Each turn allows players to either use one glucose or one power card, which makes Power Cards underused during gameplay.
– Additionally, limited acquisition channels (only from opening hand, Investment rewards, or reaching 10 ATP) reduce card variety and cause shortages of Shield cards, leading to unbalanced play.

7. Confusing ATP Count & Victory System
– The ATP system is poorly managed, with all ATP stored in one pile without clear ownership tracking.
– Players often lose count or accidentally take extra ATP, making it difficult to ensure fairness.
– Reaching 10 ATP (draw card), 15 ATP (guess odd/even), and 18 ATP (win) conditions further complicate tracking, causing unnecessary confusion and repeated recounting.


Task Distribution

At the beginning of the project, our team divided the Empathize stage into several key research and design tasks to better understand the existing game and its users. The aim was to collect references, analyze user needs, and define clear directions before entering the ideation stage.

  1. Game Research – Collect and analyze references of similar tabletop games (mechanics, packaging, and visuals).
    Deliverable: A moodboard presentation summarizing trends in educational and strategy-based board games.

  2. User Personas – Identify 2–3 player types such as bioscience students, casual game players, and professional board gamers.
    Deliverable: Persona sheets outlining age, interests, motivations, frustrations, and playstyle.

  3. Motivations & Pain Points – Discuss as a group the frustrations and satisfactions players might feel while playing The Gluconomy, combining our playtest findings with interview feedback to reflect multiple user perspectives.

  4. Game Design Briefing – Summarize the core goals and problem statement based on the original creators’ intent:

    “We are redesigning The Gluconomy with high-fidelity packaging and card revamp to make it more modern, educational, and user-friendly.”

     

Collaboration with Original Creators

We also arranged a meeting with the group who originally designed The Gluconomy to understand their initial concept, target audience, and design challenges.
Through the discussion, we confirmed that their main target users are bioscience students, and we also exchanged ideas about solving rule inconsistencies, refining mechanics, and enhancing visual clarity. This meeting helped align our design vision and set a shared goal for the game’s further development.


Final Output
After gathering all insights, we combined the research into a presentation slide deck that summarized:

  • Gameplay issues and user feedback

  • Personas and empathy maps for three audience types

  • Moodboard of visual direction (including color scheme, typography, and art style)

This presentation allowed us to present and validate our findings, receive feedback from peers and lecturers, and prepare for the ideation and prototyping stages.


Presentation Slide 



Feedback

Week 3
This week, our lecturer Mr. Shamsul approved our moodboard and research direction, mentioning that the overall concept was clear and well-aligned.

However, he advised us to meet with the original creators of The Gluconomy to further understand their design intentions and gather their feedback. This step was important for us to ensure that our redesign stays consistent with their original learning goals and vision.

Week 4
In Week 4, our lecturer confirmed that the current submission was good to go and that we could now proceed to the low-fidelity prototyping stage.

This marked the transition from research and analysis to hands-on experimentation, allowing us to start visualizing how our design improvements could enhance gameplay and user experience.


Reflections

Experience

Although I had designed games before, this was my first time collaborating across different batches to develop someone else’s concept into a physical game. It was quite challenging because we were not allowed to modify the original rules or fill in missing parts freely, which limited our creative flexibility. We had to carefully refine and patch unclear sections of the game to make it playable without major loopholes.

The time constraint also made it difficult to fully understand and test the entire gameplay flow, leading to some confusion during the early stages.

Observation

After discussing with the original creators, we realized that their initial idea was not fully planned for gameplay design, which explained why several mechanics were either missing or inconsistent. This discovery helped us understand the root cause of many unclear rules.

We also noticed that the game’s target audience (bioscience students) did not align perfectly with its mixed biology–economy content, which raised questions about how to maintain both educational and entertainment value effectively.

Findings

This experience taught us how to analyze and improve an incomplete system while respecting the original creator’s intentions. It strengthened our ability to collaborate under constraints and adapt creatively within fixed boundaries.

Moving forward, I hope our team can obtain a physical copy of the game to conduct more playtests. This will allow us to discover hidden flaws and refine the gameplay further, ensuring smoother progress in the next stages of prototyping and design development.

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