A gamified approach to crisis preparedness assessment in collaboration with VRT Twente - Safety Region
We worked with VRT Twente to create a serious game that simulates a crisis situation - Power Outage in our case. This project was completed between October 2021 and January 2022. My team came up with a web-based game that can be played across all platforms.
I worked as part of a small team of four people. All of us come from different backgrounds with two specializing in Programming and the other two having experience in Industrial Design.
SUS Score
UEQ Perspicuity
Team Members
We investigated various games that already existed on the market, saw what methods they used and how we can improve upon those methods.
Example of a Serious game: World Rescue
This was done to get an idea about various actions that should be incorporated into the game. This activity had some actions (on cards) that we believe the user would make when faced with a crisis. The user has to rank the cards based on importance; the user can also add their own cards. We also had some interventions with various scenarios to understand how and what sort of actions users take in these scenarios.
We initially hypothesized that International residents and Dutch residents will have different plans of action, this turned out to be true. We now have a diverse list of choices that we plan to include in the game.
We made some sketches of how we planned our game to look. The UX process of how the game is cycled through was also decided from this phase. We did not see value in making proper paper prototypes as we will not be able to convey the severity of the crisis without actual visual cues and graphics.
We decided to go with an illustration-style 2D game. The activities we did in the card storing were taken as a base for the game screens, but still, they required some refinement.
To refine this we defined the game and had a long in-person meeting where we discussed the activity that the user would do during each day, the mode of interaction, and made a user flow.
As we had to make a game, some of the parts cannot properly be simulated using a low fidelity prototype. Moreover, we had some time crunch issues. So we decided to go ahead with two phases of HiFi testing.
Multiple crisis scenarios including natural disasters, accidents, and emergencies with branching storylines based on user decisions.
Comprehensive assessment system that tracks decision-making patterns, response times, and knowledge retention.
Real-time feedback on decisions with explanations of correct procedures and safety protocols.
Fully responsive web application that works seamlessly across desktop, tablet, and mobile devices.
A link for the final web based serious game programmed with the help of Figma design and vanilla JavaScript.
Play the GameStandard Deviation: 13.01
We see very good results considering the fact that this is a serious game and we only had a very limited number of testers. We lacked a bit of time to include a higher number of participants, but the scores we achieved are more than respectable with almost every category ranging above average in metrics.
Some learnings about improving the clarity of the visuals learnt from Web prototype testing:
SUS Score achieved in usability testing
UEQ Perspicuity score (Excellent rating)
User satisfaction with gamified experience
Positive feedback on intuitive game design