Crafting a platform to promote
an academic project

Crafting a platform
to promote an academic game

Game of Ethics is an academic project designed to support the IT course of Unimelb University in presenting games that challenge students to reflect on real-world decisions involving ethics dilemmas in technological products developed by them.

I designed the platform’s interface and interactive prototype, creating a playful and accessible experience. The result was a colorful, web-based solution that combines retro game aesthetics and modern design with the aim of dialoguing with the reference of games from different generations, reaching teachers and young students.

Game of Ethics is an academic project designed to support the IT course of Unimelb University in presenting games that challenge students to reflect on real-world decisions involving ethics dilemmas in technological products developed by them.

I designed the platform’s interface and interactive prototype, creating a playful and accessible experience. The result was a colorful, web-based solution that combines retro game aesthetics and modern design with the aim of dialoguing with the reference of games from different generations, reaching teachers and young students.

MY DESIGN PROCESS

MY DESIGN PROCESS

MY DESIGN PROCESS

DISCOVERY

08 days

STAKEHOLDER INTERVIEW

VISUAL RESEARCH

DEFINITION

05 days

PROBLEM

CHALLENGE

PROPOSAL SOLUTION

FOUNDATIONS

09 days

STYLE DEFINITION

SITE MAP

WIREFRAME

DEVELOPMENT

12 days

DESIGN SYSTEM

PROTOTYPE

STAKEHOLDER FEEDBACK

1. DISCOVERY

1. DISCOVERY

1. DISCOVERY

VISUAL RESEARCH

VISUAL RESEARCH

VISUAL RESEARCH

OLD ERA

Image and Colour

Low resolution images and strong colors
with a predominance of blue, red and green.

Symbol

Video game remote controls and their
shapes are symbolic elements of the
old era.

Typography

Typography used to stand out with
different formats.

Shape

The pixel shape was present
in all games.

MODERN ERA

Image and Colour

High resolution images and a predominance of different shades of blue and purple.

Symbol

Computers and virtual reality glasses are references of the digital era of games.

Typography

With the modernization of games, brands have become more minimalist and the quality of game graphics stood out as an element of differentiation and enhancement of their product.

Shape

In modern high-resolution games, shapes are as varied as possible.

2. DEFINE

2. DEFINE

2. DEFINE

PROBLEM

Faced with real ethical dilemmas involving situations in which technology played a central role, it is necessary to invite these students (future technology professionals) to think critically about the consequences of their future actions, putting themselves in the shoes of those who were directly affected by tragic events.

PROBLEM

Faced with real ethical dilemmas involving situations in which technology played a central role, it is necessary to invite these students (future technology professionals) to think critically about the consequences of their future actions, putting themselves in the shoes of those who were directly affected by tragic events.

PROBLEM

Faced with real ethical dilemmas involving situations in which technology played a central role, it is necessary to invite these students (future technology professionals) to think critically about the consequences of their future actions, putting themselves in the shoes of those who were directly affected by tragic events.

CHALLENGE

The platform needed to present the development of educational games about ethics in technology in a way that was both engaging for students and educators.

CHALLENGE

The platform needed to present the development of educational games about ethics in technology in a way that was both engaging for students and educators.

CHALLENGE

The platform needed to present the development of educational games about ethics in technology in a way that was both engaging for students and educators.

SOLUTION PROPOSAL

SOLUTION PROPOSAL

1. PRESENTING THE GAME
Present "The Boeing Game" in a way that encouraged exploration and participation.


2.PRODUCT VALUE

Convey the real value of using the game as a language that can achieve educational purposes.

3.BUILD AN IDENTITY
Create a visual communication that can reach both teachers and students.

1. PRESENTING THE GAME
Present "The Boeing Game" in a way that encouraged exploration and participation.


2.PRODUCT VALUE

Convey the real value of using the game as a language that can achieve educational purposes.

3.BUILD AN IDENTITY
Create a visual communication that can reach both teachers and students.

3. IDEATION

3. IDEATION

3. IDEATION

STYLE DEFINITION

Through the research carried out, it was possible to identify that it would be valuable to adopt a language that could fluctuate between the old era of video games, dialoguing with teachers, and the modern and current era, dialoguing with students. In order to generate identification in both. As a solution, we opted for an aesthetic that mixed elements from both eras, prioritizing a contemporary style in order to locate the current project in time.

STYLE DEFINITION

Through the research carried out, it was possible to identify that it would be valuable to adopt a language that could fluctuate between the old era of video games, dialoguing with teachers, and the modern and current era, dialoguing with students. In order to generate identification in both. As a solution, we opted for an aesthetic that mixed elements from both eras, prioritizing a contemporary style in order to locate the current project in time.

STYLE DEFINITION

Through the research carried out, it was possible to identify that it would be valuable to adopt a language that could fluctuate between the old era of video games, dialoguing with teachers, and the modern and current era, dialoguing with students. In order to generate identification in both. As a solution, we opted for an aesthetic that mixed elements from both eras, prioritizing a contemporary style in order to locate the current project in time.

WIREFRAME

WIREFRAME

4. DESIGN & FEATURES

4. DESIGN & FEATURES

4. DESIGN & FEATURES

STYLEGUIDE

STYLEGUIDE

STYLEGUIDE

PROTOTYPE

PROTOTYPE

PROTOTYPE

How to Play

How to Play

Button

Button

5. INSIGHTS

5. INSIGHTS

5. INSIGHTS

OUTCOME

To solve the dual challenge of education and engagement, I created an interface that felt playful yet credible. The layout used bold headings, modular sections, and game-inspired design cues to make the content feel more immersive. The result was a flexible and inviting platform that made it easy for both teachers and students to understand the project and explore its games.

OUTCOME

To solve the dual challenge of education and engagement, I created an interface that felt playful yet credible. The layout used bold headings, modular sections, and game-inspired design cues to make the content feel more immersive. The result was a flexible and inviting platform that made it easy for both teachers and students to understand the project and explore its games.

OUTCOME

To solve the dual challenge of education and engagement, I created an interface that felt playful yet credible. The layout used bold headings, modular sections, and game-inspired design cues to make the content feel more immersive. The result was a flexible and inviting platform that made it easy for both teachers and students to understand the project and explore its games.

KEY TAKEAWAYS

1. Designing with no brand guidelines can be challenging but it's also an opportunity to shape a project based on a visual language with which the public identifies. 2. Playful interfaces can work in academic settings when grounded in clarity and purpose. 3. A good mood board can be a powerful tool to align visual expectations with a client early in the process.

KEY TAKEAWAYS

1. Designing with no brand guidelines can be challenging but it's also an opportunity to shape a project based on a visual language with which the public identifies. 2. Playful interfaces can work in academic settings when grounded in clarity and purpose. 3. A good mood board can be a powerful tool to align visual expectations with a client early in the process.

KEY TAKEAWAYS

1. Designing with no brand guidelines can be challenging but it's also an opportunity to shape a project based on a visual language with which the public identifies. 2. Playful interfaces can work in academic settings when grounded in clarity and purpose. 3. A good mood board can be a powerful tool to align visual expectations with a client early in the process.

renata.ao@gmail.com

Renata Oliveira

renata.ao@gmail.com

Renata Oliveira

Hey! Drop me a line ;)

renata.ao@gmail.com