After a few weeks of feedback, I think it’s become increasingly clear to me that as I’m pitching Suckers as a UX design project, I need to do a much better job of explaining the much larger context behind it. Ultimately, it is important to note that I plan on continuing with Suckers as my capstone project, and as such have found a way to incorporate the project into many of my classes (from Interactive Docs, to Programmatic Design Systems, and even UX design). However, I think that because I can see the project so vividly, it has been hard for me to grasp what exactly it is that people don’t understand about my project from a UX perspective.
Because I think I’ve got a pretty solid visual aesthetic, and I’m pretty happy with the visual direction of the project, I’ve decided that in this final week I really need to focus on honing my original user story, but making a much higher fidelity version that can be adapted for further promotional material (think, game-play trailer). I’ve begun to write out an updated user story that attempts to really hammer home the essential details about this project, that it is:
- Location Based
- Low-Fidelity VR
- About Vampires
As a side note, though also relevant when it comes to our impending poster deadline, because I’ve also focused on this project for Programmatic Design Systems, I think it’s important to note the crossover that this while have within my UX design! Essentially, I’m in the midst of creating an adaptive load screen that changes depending on what level the user has selected; however, in addition to that nifty feature, I’ve begun to devise a guerilla marketing plan that will incorporate the location-specific loading screens into mini, metro card sized “posters.” Here’s a rough, rough, rough draft that begins to show the early stages of the idea.