Next Stop, Philadelphia!


|

Tags: , ,

|

8/19/2022

Hero Image

For our team’s senior project, I was glad to help take part in designing our interactive digital exhibit, Next Stop, Philadelphia! My role in this project was lead UI designer and 2d animator. My main objectives were creating digital assets as well as creating the animations for all games. Our interactive digital exhibit was designed and developed to help kids learn about the city of Philadelphia in a fun and educational way. Our exhibit consisted of 4 games that are based on different locations in Philadelphia including, Reading Terminal Market, the Philadelphia Museum of Art, Chinatown, and the Liberty Bell. To learn more about our physical exhibit, visit https://nextstopphiladelph.wixsite.com/my-site.

Overall Event UI

We designed the overall UI of our exhibit to stay consistent throughout our station games as well as our physical assets and activities. Our goal was targeted towards designing a fun and educational environment that made children feel welcomed when they entered our exhibit. Because our exhibit includes diverse elements from different cultures that are covered in our station learning objectives, we made sure our overall design would be inclusive to everything that contributes to the educational importance of Philadelphia. Our overall event design includes a very vivid and bright color palette as well as painted brushstroke visuals. We felt the overall aesthetic would connect with our younger audience and engage them to learn more about Philadelphia.  

Style Guide

Animations

Our animations were designed to guide our users throughout the exhibit and let them know when they were reaching their learning objectives while interacting with our games. Our 30th street station animation was targeted towards getting children to understand how to navigate the exhibit and teaching them the importance of going to each station to complete the map. Our animation introduces a few characters (Rell, Po, Pidge, & Nia), who have lost their souvenirs while exploring Philadelphia. They ask the user to help them find the lost souvenirs which are scattered throughout all 4 stations on the map. The characters direct the user to go to each station in order to collect all souvenirs and complete the map. Our 30th street station storyline engages our users to interact with our exhibit by giving them a sense of heroism for helping our characters on their journey throughout Philadelphia while fulfilling their learning objectives.  


Next Stop, Philadelphia! Intro Video

Our game tutorials and station animations were designed with the same purpose to lead our users to complete each game while following the storyline. The game tutorials were designed with the intent to get the user to understand how to play the games. Our station introduction animations use elements from the map that make the player aware of the station they are currently interacting with when referring to the map. Depending on the users progress after playing the game, if they fulfill their learning objectives, the user will be presented with a win screen that displays the lost souvenir they have collected for that station. If the user does not complete the game, the user will instead be presented with a screen that shows they did not collect the lost souvenir, and that they must try again in order to continue.  

Station UI

Philadelphia Museum of Art 

Our Philadelphia Museum of Art game is an interactive puzzle that allows players to touch and drag separated components of each painting and match them together. The game starts with 4 picture frames that are spread out in each corner of the screen. These 4 picture frames correspond with the 4 randomized paintings that are given to the players to match. The puzzle pieces to each painting are separated by abstract shapes and scattered throughout the middle of the canvas space. The idea of having a canvas styled space was designed to mimic the experience of viewing artwork in a museum since this is a museum-based game. As the players work to match each painting, they are presented with a clock that visually shows the players the limited amount of time they are given to match each painting. We decided since this game focuses on visuals, we did not want to take attention away from the game by displaying a numerical timer. We instead implemented the clock to show the player visually how much time they have left by having the clock disappear clockwise. When the player completes the game, they are displayed with a gallery of paintings which the player can touch and learn more about each artwork. This gives the player some historical context to each painting and allows them to learn more about colors and mediums.  

Reading Terminal 

Our Reading Terminal game is an interactive experience that takes players through the Reading Terminal Market to look for food items. The player is given a randomized list that details what food items the player must collect in order to complete the game. The idea of having a shopping list gives the player the incentive that they are shopping for these food items. As the player navigates Reading Terminal Market with their list, they must make sure they are obtaining the right items, or else they will lose one of the three coins displayed in the top left corner. These coins represent the number of tries the player has throughout the game. Since the game takes the player through a shopping experience, it felt accurate to have currency representing the amount of tries the player has instead of implementing hearts or other visual elements that represent a player’s lifeline.  

Liberty Bell 

Our Liberty Bell game is an interactive experience that takes players through the process of making the Liberty Bell. In the first half of the game, the player must mold the bell by matching the moving parts of the bell within the mold. If the player successfully fits the bell part within the mold, green confetti will surround the screen letting the player know they succeeded. The hp bar in the top left corner is also an indicator of the players progress throughout the molding process. If the player does not align the bell part within the boundaries of the mold, red confetti will surround the screen letting the player know they did not match the bell parts correctly within the mold. This will also be reflected in the player’s hp bar, as they will lose a portion of their hp bar. The bell icon on the hp bar is also a visual representation of their progress. If the player starts to lose hp points, the bell icon will start to visually crack. The color of the hp bar will also start to change based on the number of mistakes the player makes. The blue color lets the player know they are making perfect progress; the green color lets the player know they are still making good progress but have made a few mistakes; the red color lets the player know that their progress is critical and that they are close to losing the game. The combination of both the bell icon and colors in the hp bar gives the player an accurate representation of the progress they are making and visually shows the repercussions of making a mistake, which motivates the player to make better progress.  

The second part of the Liberty Bell game takes the player through the melting and cooling process while forming the Liberty Bell. The player is presented with both a thermostat and meter on the right side of the screen. The player must control the temperature within the range of the arrow. The arrow is an indicator where the player must control the temperature on the thermostat. There are three different thermostat states. The frozen icicles on the thermostat shows the player that the temperature is cool, the regular thermostat shows that the temperature is moderate, and the thermostat which projects flames shows that the temperature is hot. The meter to the right of the thermostat shows the amount of progress the player is making. Once the meter reaches the top, the player will have successfully melted the metal used to create the Liberty Bell. This accurately measures the player’s progress as they learn to control the temperature within the limits of the arrow.  

Chinatown 

Our Chinatown game is an interactive game that takes players threw the Chinese lantern festival. This game works similar to those familiar with the old iPhone game, Flappy Bird, except two players will control the head and tail of the dragon. Players must work together to guide the dragon throughout Chinatown without hitting the lanterns and buildings. The game UI is designed to replicate the culture and style of Chinatown by using both traditional and modern Chinese buildings and overall art style. The progress bar at the top shows the player a live view of where they are at in the game and how much they have left to navigate before collecting their souvenir. The Chinatown archway icon shows the starting point of the game since that is where the game starts at, the dragon head symbolizes the player, and the dragon coin symbolizes their token of victory as they reach the end. As the player progresses through the game, the dragon head will move along the progress, giving the player a visual representation of how much they have left to complete. The dragon coin is also shown in the top left hand corner. The three dragon coins represent how many tries the player has throughout the game. Hitting an obstacle will result in the player losing one of these dragon coins. Since the dragon coin is the player’s symbol of victory, having the dragon coins shown as the amount of tries the player has emphasizes the importance of the player holding onto their dragon coins.  

Results

As a result, our interactive exhibit was a success. We had many visitors ranging threw different age groups who enjoyed their time at our exhibit. Click the link below to see how our exhibit came together!

Next Stop, Philadelphia! Promotional Video