UX / Game Concept

Creative Village

Creative Village

Our take on a game that hopes to bring people together through social immersion and creativity.

01 — Overview

A game that hopes to bring people together through social immersion and creativity.

A game that hopes to bring people together through social immersion and creativity.

Context

The Creative Village project aims to address the social challenges university students face, particularly exacerbated by the COVID-19 pandemic. The project focuses on creating a virtual reality (VR) platform that combines social networking with creative portfolio features, providing a unique solution to foster student connection and creativity.


Programs Used

Figma


Role & credits

UX/UI
Product Design

Research


Team

Aalia Khazi


Duration

3 weeks

02

Research

Before we could dive into designing the Creative Village platform, we first needed to bridge the gap in our understanding of social psychology and VR engagement. None of our team members had prior expertise in these areas, so we conducted extensive research to gain a foundational understanding of social interaction theories, virtual reality design principles, and competitor analysis. By collaborating closely with our advisor, who served as the subject matter expert on McGuire's Model of Social Persuasion and VR user experience, we ensured our approach was both theoretically sound and practically effective.


Competitive Analysis: We analyzed the competitor landscape to understand the market and recognize common patterns. We assessed the pros and cons of various games and portfolio websites, evaluating their accessibility and collaborative capabilities.

User Analysis


Our target is students who are navigating creative hobbies and careers. Users need a social outlet to comfortably and effectively share their creative interests, connect with peers, and find inspiration.

03

Problems


“A survey of college students during the pandemic confirmed that 60% of students experienced loneliness and isolation”

- Covid-19 Impact, 2021


Social Isolation


The pandemic and resulting virtual classes have significantly reduced students' opportunities to socialize, leading to feelings of loneliness and isolation.

Lack of Creative Networking Platforms


We found that there was a lack of networking platforms equiped with features that support self expression.

05

Theoretical Foundation

McGuire's Model of Social Persuasion: The development of Creative Village was significantly influenced by McGuire's model, which outlines key stages of social persuasion. This model guided the design of the platform to ensure that users are not only attracted to the platform but also remain engaged and find value in repeated interactions.

06

Solutions

VR Social Environment: Creative Village offers a game-based VR platform where students can interact in a casual, non-academic environment, making it easier to socialize and form connections


VR social environment visual

Integrated Portfolio Features: The platform allows users to upload media, showcase their creative process, and decorate their virtual spaces with personal art, merging social interaction with portfolio presentation.

VR social environment visual

Enhanced Communication Tools: Extensive chat features and customization options enable users to communicate effectively, receive feedback, and express their individuality through personalized avatars and virtual spaces.

VR social environment visual

07

Game Design & Features

The design of Creative Village emphasizes equity-focused principles, ensuring inclusivity and accessibility through extensive character customization options. Using Figma, we prototyped the UI layout, focusing on intuitive and user-friendly design elements. This approach allowed for easy iterations and refinements based on user feedback. The use of commonly recognized symbols and icons enhances navigation, making the platform straightforward and easy to understand for all users, regardless of their background or technical proficiency.

VR social environment visual
VR social environment visual

08

Future Projections

Scalability: Plans to expand the team and develop additional features post-launch.

Merchandising: Potential for revenue through merchandise featuring the game's unique designs.

Fanbase: Capitalizing on the existing fanbase for social simulation games, ensuring a ready market for Creative Village.

09

Learnings

Spatial Awareness in 3D VR Design: Developing Creative Village also taught the team the importance of spatial awareness in designing for 3D VR environments. Unlike traditional 2D interfaces, VR design requires an understanding of how users interact with and navigate through a virtual space. This involves considering depth, scale, and the placement of interactive elements to create an immersive and intuitive experience. I learned to think beyond flat screens, incorporating elements that enhance the sense of presence and engagement in the virtual world. This shift in perspective was crucial in creating a VR platform that is not only functional but also captivating and immersive for users.


Social Immersion in Games: The development of Creative Village underscored the importance of thorough research on immersion in virtual reality and its impact on user experience. The team studied social interaction theories and McGuire's Model of Social Persuasion to effectively engage users, using focus groups and previous research to identify key factors influencing immersion and satisfaction. Through an iterative prototyping process supported by continuous feedback, the team highlighted the need to balance immersive VR elements with intuitive, accessible interfaces, enhancing the overall quality and inclusivity of Creative Village.