Yi Han Chang portfolio

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PROFILE

Yi - Han, Chang

Taipei, Taiwan

(+358) 46 585 7319

amy950142@gmail.com

linkedin.com/in/amychang-amy950142

Master of Design in UX

NTUST, Taipei, Taiwan

Bachelor of Design in Industrial Design

NYUST, Yunlin, Taiwan

Aalto University

Origami Training Workshop

SIGGRAPH 2023

VISION GET WILD

Alchemical Art with AI Workshop

YODEX young designer's exhibition

5% Design Action @ Changhua (2019–2022)

LINE Sticker Creation Workshop

Kyudo Club & Kendo Club

Graduation Committee Video Editing Team

Google Analytics Workshop

Yuanlin Reality Puzzle Video/Animation

Undergraduate Student Research Project 2021

Motion Capture System & HoloLens 2 Workshop

National Museum of Marine Science & Technology

2020 Art Expo Taiwan

Changhua Reality Puzzle

Certification

Junior Mobile App Planner, IPAS

Junior Color Planning Manager, IPAS

C-Level, Prepress Process-Image and

Text Pagination PC

Skills

Graphic

Photoshop

Illustrator

InDesign

Figma

Animation

After Effects

Premiere Pro

Spine

Awards

VGW GOLD AWARD, Vision Get Wild

Contributor, SIGGRAPH 2023

Creative Composition Award, Council of Agriculture

Silver award, yodex Industry - Academia Cooperation

Bronze Award, Chemical Disaster Education App Design Competition

Gold award, Tax Manga Painting Competition

3D Modeling

Blender

Maya

Substance

Alias

KeyShot

Game Design

Service Design

Tea House Design Background

The preliminary research included two surveys: "Modern Views on Maokong and Tea Culture" and "Customer Experience at Morning Sun Tea House."

The surveys aimed to gather insights on tea perceptions and customer experiences. Distributed via Facebook tea groups, friends, and past customers, the five-day survey collected 104 valid responses.

Service Development Goals

The goal is to design services that bridge communication gaps and provide a seamless tea experience with minimal staff. This includes redesigning the menu, product displays, and flow, while co-creating solutions with customers to address staffing shortages.

Service Current Status Analysis

Service Browsing and Survey Analysis

Chen Xi tea house was operated by the fourth-generation descendant of Mu Zha Tie Guan Yin, offers on-site tea tasting, tea events, and tea products. The space features a semi-open indoor and outdoor tea area, with some exclusive activities known only to regular customers through word of mouth.

Services Tea tasting/ Cold tea

Products User thoughts Advantages Disadvantages

16 types of homegrown tea leaves/ Baozhong tea

Bring your own tea Tea desserts/ products

None

You can take any leftover tea leaves home. Offering high-quality tea in low prices. Hard to identify tea if take leftover tea home.

Enjoying the environment, bringing tea, and food. Compared to other stores, the prices are low. The store is a open space with mosquitoes in the summer.

Tea cakes, cookies, tea seed oil, etc.

Tea brewing

SOP

Tea tasting/ appreciation activities

Tea brewing step-by-step guide 20-minute tea tour, tea tasting experience

Choosing signature meals and tea of Maokong. Affordable pricing, using local tea.

Listen and follow the tea brewing instructions (images/text).

Teaching brew tea, allowing them to brew and enjoy their tea.

Desserts are homemade by owner, no time to make.

Each brewing step has different versions and incorrect.

Participate in activities and taste tea to learn about tea culture. Free tea service and opportunities to learn about tea culture. Customers learn about the place through word of mouth.

Stakeholder Diagram

The store runs with a small team of three, handling tasks through collaboration and delegation. With many partners and a large customer base, communication and coordination are often challenging. Staff shortages make it difficult to manage the high volume of customers.

Business Strategy

The strategy focused on repeat customers and word-of-mouth, retaining clients but failing to attract new ones.

Primary clientele

Repeat customers

Relies on word-ofmouth for promotion and marketing Attracts customers with low prices and high quality

Service Gap

Service Blueprint

Customer interviews and observations identified service gaps, highlighting issues in communication and customer management, with interviews explaining the causes.

Customer Journey

Line of Interaction

Frontstage

Line of Visibility

Backstage Actions

Support Processes

Many customers lack knowledge of the history and culture: Chengxi Tea House, run by the fourthgeneration descendant of the Tie Guan Yin founder, struggles to attract customers unfamiliar with tea, while tea connoisseurs prefer gifting from century-old, renowned tea shops.

Language barriers with foreign tourists: Maokong's popularity often leads to communication issues.

Staff shortages and inconsistent service: Without reservations, homemade desserts and tea-tasting activities are unavailable.

The menu is unclear: Customers aren't aware they can take leftover tea home or that some teas are homegrown. Information gaps and complex service: Inconsistent details and complicated brewing steps make it hard for customers to learn quickly.

Limited visibility: Staff shortages leave no time for managing social media.

Inconsistent communication: Despite having a Facebook page and event collaborations, the owner's focus on operations leads to missed promotional opportunities.

Service Design Solutions

By designing services for both stores and customers, we reduce communication gaps and offer a seamless tea-tasting experience with minimal manpower.

Problem Definition

How can we help Chenxi Tea House maximize resources, improve service, and enhance the group visitor experience with limited manpower?

Customer Segments - Three Types

Survey and interview insights show that return visitors come for the friendly service and scenic views, seeking relaxation.

Business Model

Analysis

New vs. Value

Proposition: Targeting spontaneous Maokong visitors to expand the customer base, building on the loyalty of existing customers.

Key Partnerships

Tea snack suppliers

Dessert raw material manufacturers

Other tea restaurants

Tea pickers

Food processing factories

Muzha farmers

Customers

Key Activities

Produce and sell tea products

Manage tea environment

Host group activities

Establish standard services

Involve customers in service process

Key Resources

Tea leaves/Dessert materials and food processing

Marketing channels

Workforce (relatives, customers)

Visiting without a specific purpose

Walk past the store along the trail, with some visitors being foreign tourists

Take Maokong Gondola and discover the location via Google (1/3 are local visitors)

20-30 years old 20-30 years old

Learn about tea and tea-brewing culture

Enjoying beautiful scenery and private spaces for relaxation and entertainment

Information delivery takes too long

Difficulty in fully understanding the provided information

Poor communication with the store

Services not meeting customer expectations

Value Propositions

Allowing customers to enjoy quality tea at the lowest price

Becoming a "third space" for tea appreciation

Providing a seamless customer experience with minimal staff

Customer Relationships

Facebook fan page

Instagram

Google Maps

Channels

Physical store

Shopee online shop

Professional farmers’ association

Visiting with a clear purpose

Bring new customers through outings with family/ friends (2/3 are local visitors)

35-40-year-old couples/ their parents, and elderly individuals aged 70-80

High-quality tea/having a spacious environment to chat with friends and family

Service information gaps leading to confusion

Negative experiences during return visits

Customer Segments

Returning customers with a clear purpose

Potential customers or walk-in visitors passing by Chenxi

Cost Structure Revenue Streams

Tea leaves from other farmers

Dessert raw materials

Food processing

Fertilizer for the tea plantation

*The added value is highlighted in yellow

Tea pickers' wages

Printing costs (service information pages, menus, promotional flyers, etc.)

Homegrown tea leaves

Tea leaves from other farmers

Tea desserts

Tea-related activities (tea oil, tea sugar)

Experience activities and tea tasting

Walk-in customer sales

Gap Solution - Creating a Memorable Brand Image

Based on interviews, customers associate Chen Xi Tea House with comfort, relaxation, and warmth. To reflect this, the space will be designed with a 'homely' feel, focusing on atmosphere rather than elaborate decor.

Checkout Counter Display 1

Product info. disorganized.

Difficulty accessing products.

Uncertain whether products behind counter were accessible.

Product Display / Screen Information 2

Excessive variations in product packaging. Weak brand consistency.

Messy on display shelves.

Items blocked products and information.

Improved visual flow to help customers locate products more easily.

Simplified and removed unnecessary items for a cleaner presentation.

Reorganized packaging design, aligning with different tea varieties.

Rearranged entrance items and placed info. display in prominent areas.

Signs and Wayfinding 3

Updated and organized outdoor promotional boards. Provided tea area route map, placing it at entrances and exits. Notices and Information Display 4

*Mainly responsible for hardware setup, simulation, and some graphic layout and design.

the presentation of outdoor and trail signage for clarity.

Customers

Added a signboard at the outdoor tea area entrance.

Trail view caused customers to miss the store.
Installed a directional sign at the entrance to guide visitors.
Info. about outdoor tea area was unclear.
couldn't identify outdoor tea area.
Boards were placed indoors but obscured. Trailside signage appeared cluttered.
Moved indoor boards to more visible locations. Adjusted

Space planning and key indicators address customer pain points, aligning with their needs through targeted design solutions.

Points

Alignment Benefits of Implementing Service Design for Chen Xi Tea House

Design Background

As technology advances, people have become accustomed to keeping digital records. Data shows that the internet is the most common tool for documenting daily life. With the growth of social media, people use it to stay connected and share their experiences.

Compared to physical photo albums, cloud albums save space and make sharing easier, gradually becoming a popular storage option. With high demand and limited time, users face the challenge of quickly finding and organizing their photos efficiently.

Research Goals

To understand user needs in cloud albums, this study explores the usability of mobile cloud album interfaces using the service design process. It identifies service gaps from a preliminary experiment and develops design concepts to address them. After validation, the study will propose improvements and recommendations.

Global Population Uses Social Media Social Media Users Main Reason For Using Makes up 60% 4.8 billion people

Stay connected with family/friends

User Needs Gap Design Service Improvement Usability

Current Status Analysis

Literature Review

Based on literature on cloud albums and photo management behavior, the following key points have been summarized: Cloud Album

User expects to achieve their goals in a shorter time, focusing on connecting with others

User is able to save time on complex services that are timeconsuming and involve complicated, repetitive steps

Understand the user's needed features and behaviors

Pilot Testing

To study the service gaps in existing sample applications, a design research method was used for sample testing. 30 testers were selected to test three sample applications, and the conclusions are summarized below.

Experiment Introduction

Participant Information Form

Start of Experiment

Task Introduction & Execution

Questionnaire

Semi-Structured Interview & Feedback

Explore User Habits and Motivations for Using Cloud Albums

Photo management behavior

Explain the basic principles and key elements of cloud albums

Experiment Process

User

User Interface

Provide users with a good interface experience

Analyze using interface design principles and usability evaluation methods

Identify service gaps

Service Design

Theoretical Framework Diagram

Use scales to quantify user experience data and interviews to understand qualitative insights

Photo Organization: Most users do not have a habit of organizing photos and only use manual tools when storage is full. Showing both uploaded and non-uploaded files in the cloud can be confusing.

May 1

Albums and Tags: Users find it troublesome to set aside time for categorizing photos. Users prefer simple and fast categorization methods, such as adding photos to "Favorites."

Search Panel: Users think keyword searches rely on system recognition. They mainly find photos by scrolling through the screen or searching by date and relative position. Some also recall photos based on previous messages sent in other apps.

Cloud Album

Customer Journey Maps

Allow

Based on the customer journey map, new or improved features are designed to address service gaps and enhance the user experience.

※ Based on the design foundations of the Apple Camera App and Google Album, this study focuses on the design and improvement of features, excluding the overall application design.

Auto Recycle

Allows users to quickly mark unwanted photos for deletion right after taking them. Ex. menu, notes.

Custom Mode

Enables users to define their own categories and choose a folder before taking photos.

Combine feature in album.

Features in camera

Go to Photo (improved)

Integrates the existing function with search features and relocates the button to a more visible spot.

Can be combined with other features).

Color Search

Allows users to filter photos based on color memory, sorting results by color saturation.

Image-Based Search (improved)

Finds photos with similar shapes, themes, or color patterns using an existing photo as a reference.

Validation Experiment

Consistent with the existing data analysis, after the prototype was completed, 51 participants were invited to participate in the experiment and complete an experience evaluation scale.

Conclusion and Recommendations

This study explores gaps functionalities and user experience challenges in the usage process and evaluates whether the improved design enhances the overall service experience. The findings aim to improve user interaction and serve as a reference for future cloud album application development.

Prototype Problem Definition

Persona Customer Journey Maps

Prototype Design

Task-analysis Interview Questionnaire

Interview Feedback

Validation Experiment Framework

Enhancing Organization Motivation: Encourage users to pre-sort photos upon adding them to facilitate easier retrieval later.

Customizable Feature Options: Since user habits vary, features should be adaptable to personal preferences for tailored experience.

Exploring Service Gaps for Different User Groups: The study focuses primarily on younger users, while cloud albums cater to a wide range of age groups with different needs. 25+

Photo Recognition & Image Cognition: Users perceive photos differently based on color and focal objects. Analyze user habits and cognitive patterns to refine information retrieval.

Real-World Testing for New Features: Current usability tests occur in controlled environments, failing to replicate real-life distractions.

Chair|

Team Members: 2 Designers

Personal Contribution: Research Product Design (Style/Logo) Prototyping

Industrail Design

Design Background

As environmental awareness rises, many products are essential in every household. If these items could accompany us from childhood to adulthood, adapting their forms and functions over time, could they bring further benefits to a sustainable society?

Environmental Sustainable Modular |Go Go Car|

yodex Industry - Academia Cooperation Silver award

Design Guidelines Target Audience

By incorporating circular design, the goal is to use modularity to enhance product functionality, addressing the needs of different age groups and extending the product’s lifecycle to achieve sustainability and continuous reuse.

Competitive Product Analysis - Needs Table

The preliminary research included a competitive product analysis, organizing information into six age groups. The content covers:

Needs of each age group

Ergonomics and product dimensions

Usage requirements

Key product features and functions

Based on the above points, a product comparison and demand analysis were conducted to align with user needs and enable targeted design.

The product is designed for children, focusing on growth and long-term use, with adaptable features to meet the needs of different life stages and users.

Needs Table (Key Highlights)

Design Concept

The product is designed for children, focusing on growth and long-term use. Through modular components, it adapts to different life stages, making it a sustainable home item.

From a high chair for children to a learning chair, rocking chair, stroller, scooter, and shopping cart, the product’s modular design allows users to repurpose it as they grow, ensuring continued use without waste.

Research and Compare

Starting with everyday items, the focus is on integrating products and functions.

By selecting essentials from food, clothing, shelter, and transportation, the goal is to develop new product concepts. Human Sitting Posture Evolution Chart

Analysis Elements

Human Factors

Crib/Cradle

Functions/ Needs

Lying, sitting, crawling, walking/running

Rounded edges to prevent bumps

Comfort Function

Extraction

Reasons for Function

Extraction

Ample range of motion, skin-friendly materials

Lying, sitting, movable, foldable

Sitting

Resting

Space-saving

Walking, running, learning

Anti-slip mechanism

Skin-friendly materials, leg bending support

Sitting, interacting, playing

Sitting, learning

Restricted backrest reclining angle for chairs

Focus on lumbar and hip support

Sitting, adjustable height Seat firmness/angle

Height growth

Comfort

Resting

Sitting, working, resting

Durability and structural stability

Comfortable and breathable materials

Sitting, reclined sitting

Resting

Upright sitting (learning)

Age Definition and Need Integration

Stability to prevent falls in elderly users

Prolonged sitting, prolonged lying, walking leisurely Added leverage points for easier standing up

Armrest assistance, seat firmness/seating angle

Relaxation

Lying

Prolonged sitting

Design Development

Analyze the sitting posture of users at different age stages, then use existing products to plan the shape, adjust proportions, and measure dimensions to create models and prototypes.

Adjusting the proportions of existing products and integrating the development of both products.

of basic functions Shaping Feasibility integration

CB Chair
Sketches
Confirmation

Convert Form

The CB Chair is a modular design with over eight configurations. It adapts as children grow, offering adjustable legs for height, removable backrests, and adjustable seat width, ensuring long-term use.

The Go Go Car offers flexible functionality with detachable parts. Pedals can be folded or added, along with a shopping bag, for customizable use.

Logo Design

The concept merges the ideas of chairs and cars. The name "CB" comes from the emphasized letters in "Combine," paired with the "∞" symbol to represent sustainability and infinite use, conveying adaptability.

The initial focus was on letters To experiment with wireless symbols Final Logo

Exhibition Reflection

This work participated in two exhibitions. The model's scale was slightly larger than expected, and the color scheme was not quite ideal.

Many visitors felt that the scooter's color did not need to lean towards a childlike palette, and the chair did not necessarily need to feature a wood grain design.

It may be because the proportions and dimensions of the shape in the model construction did not accurately reflect the real-life scale. Although the model's features and details were confirmed to be correct, there were many challenges during the model-making process.

VR Game Design

Design Background

By blending three unique gravity mechanics with a beloved fairy tale, this virtual reality adventure offers a surreal yet tangible journey into the fantastical.

Design Concept

Experience gravity in new ways with gesture controls: changing gravity direction, floating in the air, and walking on walls, all while solving puzzles for an immersive adventure.

Game Features

Visual Experience: Players can experience three types of gravity visuals within the world, interact using natural gestures, and explore the story narrative throughout the environment.

Head Haptic Feedback Mechanism: To address the issue of motion sickness in virtual reality, when players experience in-game movement or angle shifts, the headband's vibration motors activate at corresponding points to reduce dizziness.

Game Play

The game is a single-player exploration and puzzle-solving gravity experience. Players use gesture recognition to control gravity shifts and movements, divided into four functions:

Basic Movement: Swing your hands in front of you to simulate a walking gesture.

Gravity Shift: Use "playing cards" by making a number 4 gesture with your left hand to display the card, then pick it up with your right hand and release it into the air to activate.

Floating Motion: Use a breaststroke hand gesture to move forward.

Story Overview

Inspired by the classic story Alice in Wonderland, the game immerses players in environments that reflect the character's emotions, allowing the storyline to unfold freely as players complete exploratory tasks.

Vibration Motor
Position Diagram

The player begins by waking up in a dreamlike forest and is lured by a jumping rabbit.

Following the rabbit, player falls into a tree hole. To return home, the player must explore the world and find the way back.

There are three scenes to navigate: the Rabbit Hole, the Caterpillar Forest, and the Maze Garden. Each scene features unique gravity challenges, with a total of three levels.

After exploring all three scenes, the player will awaken back in the original forest.

Customer Journey Maps

Beginning:

Change gravity direction

Enter the tree hole

Forest

Change gravity direction Float

Find the cookies Rabbit Hole

Enter the tree hole

Back to forest

Walk on walls

Find the cards Find the pocket watch

Enter the small door

Caterpillar Forest

Walk on walls Enter the gate

Maze Garden

Find the mushroom

Players acclimate to the world, following the rabbit into a mysterious cave.

The main storyline unfolds, drawing players into a subjective, immersive narrative that piques their curiosity.

The goal shifts to escaping the world, creating a sense of urgency and excitement as players prepare to leave.

Players return to the opening scene, reflecting on their experience.

Forest
Rabbit Hole
Caterpillar Forest Maze Garden
(None)
(None)

It's primarily used for visual guidance in scene design. We start with simple 2D storyboards to outline the story sequences. Then, we create basic mock-ups with cardboard to simulate the player's view through VR headset.

Level Design

The game consists of three levels, with the main puzzle-solving taking place in the Rabbit's Room. Each level offers a unique gravitational visual experience for players to explore.

Rabbit Hole: Experience gravity shifts, exploration, and puzzle-solving.

Caterpillar Forest: Follow the caterpillar's animation as it guides you through drifting bubbles.

Maze Garden: Escape the maze with a visual experience of walking along the walls.

Game Art Design

Using clay combine realistic materials create a visual experience that transitions from reality to a dreamlike adventure. In the Rabbit Hole, most objects are crafted from clay.

As the player moves through the Caterpillar Forest and Maze Garden, the clay elements gradually fade, replaced by familiar objects the player has encountered before. This creates a sense of déjà vu for the player, gradually leading them back to the world.

The characters selected for the game include the iconic Alice (the player), the Rabbit (story progression), and the Queen (antagonist), based on their significance in the original story. The design uses complementary colors to create a cohesive overall aesthetic.

Scene and Character Design

The main scene created is the Rabbit's Room, enhanced with images from the original story to add narrative depth. The scene uses vibrant, eye-catching colors to present a dreamlike, surreal world, reinforcing the fantastical and whimsical atmosphere of the game.

Mirrors are used as key elements in the room's puzzles, not only enriching the visual experience for players but also blurring the boundaries between the real world and the surreal, distorted mirror world.

Team Members: Team of 5% Design Action in Changhua Personal Contribution:

Reality Puzzle Game

For Changhua County's 300th anniversary, a gamified experience combines its historic temples and city gates with a chatbot guide, enabling participants to explore and appreciate Changhua City’s cultural heritage interactively. Design Background

Logo and Icons Physical Props and Design Content

The logo design combines the character "化" from Changhua with temple imagery. The color scheme centers on the red of temples, complemented by icons corresponding to different game levels.

Through previous research, it was found that a common issue during immersive puzzle games is not knowing how to store the props. The design of the physical props allows all items to be stored in a canvas bag. After the game is finished, the props can be taken out, and the canvas bag can be used.

The outer packaging is designed in the form of a wooden box to emphasize the sense of concealment for the Eastern-style props.

M90 Y80
C40 M100 Y100 K10
Drafts
Incense Burner
Red Lantern City Gate
Double Swords
Fortune Tube Ba Zi Plate Talisman
Qinglong
Command

Game Art Design

The main storyline centers around an Eastern Taoist battling against the Western magical world. The puzzle-solving physical props showcase Eastern-style artifacts, with the character and object designs using darker tones to reflect the mysterious and ominous atmosphere.

Intro Video

The animation is designed to be approximately thirty seconds long, with a focus on briefly describing the story and quickly immersing the player into the narrative.

Xiao Chen Guide players into the game
Player
The avatar of the player
Villainous Sorcerer Antagonist in the story
Gourd Spirit Chatbot guide
Sketches for the poster
Main poster
Ending poster

User Interface

The design uses a crystal ball, symbolic of Western sorcerers, as the background, while integrating Eastern Taoist talismans and elemental motifs as inspiration for the icons. This fusion of styles is reflected in the visual and text-based menu layout.

The silk pouch and the gourd provide hints and record progress as the story unfolds.

The text menu includes items such as the Feng Shui Book, Hints, and the Gourd, each allowing players to view its specific content. For example, players can view scroll records for each level within the Feng Shui Book (left image, second item from the left).

The initial visual-text menu interface is shown below, with the final menu displayed in the following image.

During the story, there will be explanations of the local city gates in Changhua, allowing players to learn about the history of these gates.

The screenshot showcases the second story released after the project's launch. The animation style remains the original project to preserve the same worldbuilding and key elements. However, new features have been introduced to reflect a different timeline and location within the narrative.

Team

Personal Contribution: Game Design Game Art

User Interface

Mobile Game

Design Background

When hunger strikes, convenience stores are the spot for all creatures. For animals, grabbing food from a convenience store is just part of their foraging routine. Could we "socialize" this behavior and have animals participate in human society?

Design Concept

The project use a simple rock-paper-scissors game to convey focused ideas, it teaches children that even simple methods for determining winners can help resolve conflicts. The project encourages empathy and perspective-taking, helping children understand that animals, too, need a space to return to nature.

App Icon

Anthro Gaming Education

The app icon features the main character looking back at the camera while heading to the convenience store for food. The color palette and lighting create an atmosphere as the raccoon waits for the perfect moment to "raid" the store. This setting also conveys the raccoon's sense of excitement, inviting players to join in the adventure of the convenience store.

Game Type and Gameplay

A 2D map-based, third-person perspective exploration adventure game. Players control a raccoon entering a convenience store to collect winter supplies. When faced with challenges, they use a rock-paper-scissors mechanic to win and avoid danger.

Storytelling

Describe the story background in text form.

Basic Controls

Battle mode

Choose to either continue

collecting or proceed directly to the ending when losing the battle.

To control the raccoon's movement.

To collect items needed for tasks.

Mission items needed.

If encountered, enter battle mode. The game ends when it run out.

Rock-Paper-Scissors Selection
Win to continue collecting items
Tie to play another round
Lose to ejected from the store
End of Starving
End of Eating
RacoHood

The primary illustration style is a wireframe, block-color design reminiscent of American comic art, paired with vibrant colors to create a lively and energetic atmosphere.

Home Page

The warm autumn colors set the tone for the adventure, signaling the raccoon's preparation for the colder months ahead.

User Interface

The player controls a raccoon as the main character, chosen for its mask-like markings, which aligns with the game's setting and theme.

Standby - Front
Standby - Back

Collectible items will be highlighted with a yellow border

Other objests

Clerk and customers

If the player encounters a store clerk or customer during their walk, the game will enter battle mode. If the player encounters a restocking clerk, they will be unconditionally ejected from the store.

Clerk Clerk
Configuration
Battle state
Battle state
Restocking clerk
Customers

Endings

There are two possible endings. If the player successfully collects all the required items, the ending features a warm, cozy atmosphere to symbolize a peaceful winter. On the other hand, if the player fails to complete the tasks, the ending is depicted with cold tones.

Choose to continue collecting items or proceed directly to the ending If the life or time runs out, directly proceed to the "Cold Winter" ending

Well-Fed Winter
Cold Winter

Design Background

Chemical disasters are often unfamiliar to the public, and many don't actively seek information on how to respond. However, these incidents can greatly impact nearby residents, wildlife, and the environment. Increasing awareness of chemical disaster response in daily life could help both the public and businesses better prepare.

Design Concept

The game serves as an engaging tool to educate players on chemical disaster response. Using a 2D side-scrolling format, it focuses on cleanup operations, teaching players about decontamination agents, protective gear, and its proper use.

App Icon

The app icon uses warning colors with saturated tones to convey urgency, while the typography features rounded corners and sharp edges, balancing seriousness with a playful touch.

Chemical Disaster Education App BronzeDesign Award
Mobile Game

Game Type

The game, "Chemical Disaster Knowledge Starts with Mini-Games," is a 2D side-scrolling, third-person adventure where players learn about chemical disaster response. Combining shooting mechanics with education, players navigate levels, applying the right decontaminants and wearing protective gear to overcome challenges.

Intro Video

The game quickly immerses players into the story with an opening animation. The narrative follows a scientist who discovers a previously unknown chemical substance. One day, a chemical disaster occurs, infecting the researchers and causing mutations. The protagonist, the last surviving pharmacist, accidentally discovers an antidote that can cure the infection. As the protagonist prepares to save others, infected individuals hear of the cure and frantically rush to obtain it. The player must treat the infected while defending themselves and waiting for rescue.

Gameplay

In the game, players click decontamination items to treat infected patients and use arrow keys to dodge them. Contact with an infected character reduces health, and if it reaches zero, the game ends. Each level has a time limit, and upon completion, a transition animation shows the next type of infected. The game ends with a final animation after all levels are completed.

Game Flowchart

The game starts with a story animation and tutorial. There are four levels, each with varying numbers of patients and obstacles. If the player’s health runs out, the game ends and the score is calculated. If the time runs out, the level is completed. Successfully completing all four levels leads to the final level, followed by the ending animation, marking the completion of the game.

The game uses clickable video clips to convey the story, allowing players to quickly understand the content without lengthy subtitles.

Game Art Design

The game features an industrial style with splatter effects as the main visual approach. The protagonist has two types of protective suits: C-level and A-level, with stronger protection as the difficulty increases. Patients come in two forms and five different colors, changing appearance after being treated. The main settings are an outdoor factory and laboratory.

Protagonist in the C-level suit
Protagonist in the A-level suit
Different infected patients Scenes
Patient
Patient (Treated)

Level Design

Standard level

The game is divided into four levels, with difficulty varying based on the number and types of patients. The interface is intuitive: the left thumb controls movement, while the right thumb selects the decontaminant. The top-left corner displays the current health and remaining time for the level.

Patient Records

After each level's transition animation, players are given a chance to review patient characteristics and symptoms before starting the next level. The educational aspect is emphasized here, as players observe patient symptoms and decontaminant properties during gameplay, with the two elements corresponding to each other for learning.

The record book will gradually add pages over different days.

Design Reflection upon Completion

After completing the design and conducting real-world testing by releasing the game to testers, several aspects of the gameplay experience were identified that need improvement.

Allowing characters to have different body types and shapes can significantly enhance the game's diversity and richness. While colorcoding is effective for distinguishing characters, incorporating varied body types can make each character feel more unique and reflective of a broader range of individuals.

To ensure players remain engaged, the opening animation should be kept under 40 seconds.

To prevent visual fatigue, it's important to adjust the background scrolling speed in relation to the player's movement. If the background moves too quickly, it can overwhelm the player, causing discomfort or fatigue

Although the educational value remains, the information is often skimmed or skipped by players, as it's presented passively.

To improve, the game could integrate knowledge about chemical disasters, such as effects of chemicals on the body or decontamination practices, through interactive questions, ensuring players learn as they play.

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