4/26–5/8 Full into production
As the semester approaches to an end, we went full into production for the last two weeks. We each took on parts of the design, and frequently, we checked in with each other and discussed any question raised during the process.
Poster development
For the poster, we revised the visual style based on what we discussed. We kept the hand-sketch quality, such as the wiggly lines, from the original. After showing the poster to Stacie, we adjusted colors, line weight and font size to make the hierarchy clearer to viewers.
Game Development
Passive to active learning
Many facets of the game were revised based on the feedback we got from classmates, and Phipps Conservatory. From the old version to the new one, we developed the game so it provides more open-ended question and inspires active learning. For example, instead of telling viewers that mulching with leaves keeps the soil cool, the game asked them to take a guess. Based on their choice, the game responded correspondingly: “Excellent! Mulching with leaves keeps the soil cool, so there is more water for the plant!”
Sense of time
The old version did not show the pass of time. Learners missed out the opportunity to learn about how long it would take to grow a tomato. Therefore, we added in a sense of time under the “growth timeline”. For future, we can make the passing of time even more obvious, it is still a bit subtle and easy to overlook at the moment.
Supporting surrounding
For the final version, we also introduced other factors that affect the growth of plants besides the most obvious ones such as watering. These less obvious factors include photosynthesis, and health of soil (indicated by appearance of worms).
Old Version
Final Version
Voting wall development
Beside fine tuned visual style, it was also critical for us to make the language appropriate for our target age group: 8–11. We consulted with expert from Phipps Conservatory, and was told that we should focus on the positive side. All language used should be fun and positive. Therefore, instead of simply describing health benefits of the vegetables, we added in a twist and turned the benefits to their “superpowers”.
We also made the voting wall more interactive. More information for a vegetable is revealed once a viewer open the “door” of that vegetable.
Seed wall and garden signs
Since the experience focus was on the game and the voting wall, we decided to make the seed wall more straight-forward and simple. We also revised the seed packages to make them align with our general visual style, as well as more reading-friendly.