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DS Chart Part 2

Describe what you did.

I reflected on the feedback I received and adjusted my DS chart to fix some issues regarding clarity and specificity.

Describe what was successful.

The DS chart is more refined. I made sure to tie each deliverable back to their respective strategy and insight. The mood boards are more robust with pulls that tie to their keyword. The storyboard is fully sketched and the draft of the script is finished.

Describe what was unsuccessful and could be improved.

For the mood boards, I changed one of the keywords to playful as I thought this better reflected the energetic mood of the pulls. Later, as the mood boards become more developed, there will be opportunities to add different kinds of pulls, like physical and digital content, or graphics and photography.

I made sure to include imagery that related to creating games. However, I did find it a bit difficult to not repeat aesthetics that I have already done in past projects related to gaming. I did my best to avoid imagery I have already used.

Describe anything new or interesting you learned.

When trying to find pulls for my mood boards, I noticed that there are very few gaming projects focused on women, and almost none about women creating games. The ones that do exist have busy aesthetics. This makes me feel like my project is necessary because research consistently shows that diverse teams lead to diverse games, and I can make a design more modern with deliverables that make users actively participate in the goal.

Intan Zakri-Raja