Today we submitted what was required by us for CAOS206 this semester. Have a look at it here!
The feedback from our presentation included:
- further developing the level navigation (e.g. how will a user determine what level the character is at – buttons jumping up and down?)
- change level complete screen (suggestions included darkening or blurring the background, so the pop up box stands out more and doesn’t blend in with the background)
- eliminate works and make more icons (children are only just learning to read at this age)
- elements of UI and navigation (which Amber and I were a bit confused and surprised about, this brought us down a bit as we were told not to worry about these at this stage of the project)
- how the parents will watch the children’s progression, and what if there is more than one user for the application
In week 12 tutorials after discussion with Etienne we decided it would be in our better interest to develop the main navigational map. However, in doing this we found it quite different to join all the levels together in a coherent way. We weren’t happy with how our first attempt at this turned out so we gave it a second go. After viewing the Candy Crush Saga app we implemented a step-by-step progression shown as the character moves between dots to show the users level progression, with the layout map having a frontal view rather than a birds-eye view, we think that this was more successful in working towards what we intended to achieve.
The typeface used for the project was Rabbit Over The Moon. This font was previously used for the assignment, and after multiple testing of different fonts we concluded that this was the most suitable in order to target children aged 3-5 years old, in terms of both readability and letterform.
The colour palette used for the project was that which Amber found towards the beginning of the project known as ‘gigantic’. We followed the RGB values in order the be suitable for an iOS iPad device.
The information architecture was difficult to establish when developing the application.
Although hard to view due to the size, it basically outlines how each level and component of each level link to each other.
As Amber worked on developing characters, I decided to give the background elements a go. I worked on developing a background for the setting of the jungle, beach, farm and space. I started by watching some tutorials before viewing images and illustrating the elements required. I worked on sticking to the flat-vector illustrative style as I intended for the user to focus on the character and the activity it was involved with.
This week we focused on how children could be rewarded and/or customise their characters. We developed a boy and girl version of the original, and worked on implementing features such as hair colour, eye colour, skin colour as well as hair styles. These are demonstrated below:
With the original character having brown eyes, we decided to prototype and worked at adding blue and green variations. Below is the best solution we had to this. However, our concern for the darker coloured eyes is whether or not children will be able to identify which direction the character is looking on an iOS device.
After our client Holly stated that her daughter would only play if her character had red her, because she does. This is when we decided to implement different hair colour choices whilst remaining the the flat-vector graphic style of illustration. There is endless possibility to add more colours, however we believe that this would be suitable. We also worked on matching the eyebrow colour to the hair colour at this stage.
From different hair colours developed the idea of different hairstyles, as Holly referred to her daughter as having curly hair. By experimenting with many different hair styles, we implemented 3 to the final project submission – the straight, the wavy and the styles for both the boy and girl versions of the characters.
JumpStart provides an inclusive, diverse environment for all children. The 3 main colours are demonstrated below, however this range has the potential to be expanded upon in the future if required.
At the start of our class, Amber and I met with Holly and Grant to show them our progress. In this meeting we discussed ideas of navigation, and obtained feedback from Holly on the character sets we had begun developing.
As we clarified the project consisted mainly of developing characters for the application before we are able to move onto the navigational elements, we struggled determining what we were going to be assessed on. We then discussed that characters were the way to go, but we should think about developing some backgrounds to implement these.
After giving Holly a run down on what we presented for our interim presentation it was clear that she was impressed with the work we had achieved at this stage, and like the idea of the animal onesies. .
Week 9 this week meant that it was the week of our interim presentations. Amber and I both worked extremely hard over the past few weeks to be able to show the work we had done so far for the characters, in order to obtain both feedback from our tutors, clients and peers. We based most of this presentation off the define, research and ideate stages of the Ambrose & Harris (2010) model. We focused heavily on the graphic style, and the visual appeal to children that we intend to implement.
From the presentation we gained a lot of what we believe is beneficial feedback. This included:
- the flat vector style is easy for children to understand and may be more easily implemented when we get to the stage of animation
- monsters may still appear scary to the target audience
- the children character set appeared to target more of an adolescent market rather than 3-5 year olds (visuals appear a bit too old)
- adding human characteristics to the animal onesie characters (which we originally intended to do) – however, the appear cute and a lot more like children
We intend to work over the next few weeks before our final submission on the feedback we have received.
Over the past two weeks our focus for the application has been placed on the development of characters. In this time I have focus on development a set of characters that appear as a child dressed in an animal costume. This involved developing the characters face, and the costume it will appear in. I developed this idea off what I had carried out for my major project in CAGD390. At this stage of the project the characters I have developed are as shown below:
However, at this point in time they lack features such as arms which is a trait required to undertake tasks presented across the different levels.
The first set Amber had developed were monsters:
This idea developed off that of the previous years, however attempting to create visuals that are more appealing to the target audience by making them bright and colourful, and cute and friendly that are less ‘scary’ appearing.
The third set was developed by Amber and has so far consisted of two children.
After deciding to further develop ‘JumpStart’ we decided to have a look at children’s applications/shows etc. that are already available in the market today, particularly in the Apple App Store. This included educational apps already available to children, applications that portrayed specific graphic styles and contained elements we believe could be suitable to ‘JumpStart’, navigational elements and characters. At this stage we are looking at the flat vector graphic style of illustration, and determining ways we could apply this to appeal to the target audience.
Below is the competitive set, including exisiting children’s applications and shows that we looked at.
- Yo Gabba Gabba
- Fosters Home
- Adventure Time
- Hey Duggee
- Peppa Pig
- Toca Boca
- Dumb Ways To Die
- rED Writing
- Endless Reader
Here we also looked at different colour palettes, but we identified that colour palette gigantic which Amber found would be the most appealing to children due to it’s bright, fun and adventurous colours.
It was within this week that we also identified other elements of the application that we would need to consider. These included: a rewards system, and character customisation.