COCO COSMETICS
Coco cosmetics is a 2D simulation Make-up game that incorporates colour theory.
Players would take on the role of Coco, a young girl who dreams of becoming the most well-known makeup artist in the world. As they move up the rungs of the makeup society's fame ladder, they will be able to access new makeup products and match styles and colors to customer requests.
This project offers a gaming-based approach to tackle a common issue faced in the beauty industry.
PROJECT OVERVIEW
Our project goal is to design an engaging makeup game for children that effectively incorporates color theory principles, fostering both fun and educational experiences while catering to the unique preferences and learning needs of young users.
ROLE
UX Designer
TIME
4 weeks
TOOLS
Figma, Photoshop, Canva
Research
THE PROCESS
•
Evaluation
•
Prototype
•
Testings
•
Refine
Research
Since this assignment is to design a completely original digital solution. We decided to do it in the form of a game, once we had that set, we initiated brainstorming sessions and conducted research, guided by the following goals:
Research Goals
Identify Problem
In an evolving world of beauty, users rarely find the opportunity to play around with makeup and learn the basics without avoiding the physical mess and wastage of costly beauty products. Young, blooming individuals who seek a journey in the beauty world may not have access to makeup products or a proper guide that tells them what products and colour combinations make a makeup look seem coherent.
Hence, we intend to design an engaging makeup game for children that effectively incorporates color theory principles, fostering both fun and educational experiences while catering to the unique preferences and learning needs of young users.
Target User Group
Using the insights gained from research, we created provisional personas to quickly identify Coco Cosmetics potential users. These personas helped set the criteria for our interview participants.
Student (Age 10-13)
Young Adult (Age 13-17)
Wants:
Pains:
Wants:
Pains:
Similar Games
Upon understanding the target user group's needs and pain points, we conducted research on similar games to gather inspiration and insights on what works well in the gaming space. This ensures that our design decisions are user-centered and aligned with the needs of our target audience.
Monster High™ Beauty Salon
Sally's Salon - Beauty Secrets
Strengths:
Weaknesses:
Strengths:
Weaknesses:
Evaluation
After analyzing the needs and challenges of our target user group and researching similar games for inspiration and insights, we developed our game concept.
Game Idea
Coco cosmetics is a 2D simulation Make-up game that incorporates colour theory. Players would take on the role of Coco, a young girl who dreams of becoming the most well-known makeup artist in the world. As they move up the rungs of the makeup society's fame ladder, they will be able to access new makeup products and match styles and colors to customer requests.
Main Features
The three main feature of Coco Cosmestics is Colour Theory, Style Matching and Fame Progression.
Colour Theory
Players can choose from three colors for most makeup products, while for eyeshadow, they can mix primary colors to create desired shades that best suit the
customer's request.
Style Matching
To educate players on different makeup styles, the game incorporates style matching, allowing players to choose from three different eyebrow and eyeliner styles to complete the look.
Fame Progression
Upon completing levels, players earn stars, which in turn grant them access to more makeup materials and increase their fame.
Game Loop
Reference
Image
Apply
Makeup
Match
Reference
Task Flow
Having our goals sorted out, we proceed to craft user task and user journey to explore how the user’s would be interacting with these features within the game. Such as accessing the colour theory page in the user guide while playing.
Main Menu
Start Game
Select Level
Play Game
Access User Guide
User Journey
Level Select Page
Select
Level
Start Cutscene
Start Game
Skip cutscene?
Main Menu
Press next until cutscene ends
No
Start
Yes
Press skip
End
User Guide
User Guide UI
Gameplay
FlowChart
To further understand the overall journey the players would be taking throughout the game, we crafted a flowchart from start to finish.
LowFi Prototype
After understanding the user interactions, we began designing screens for the main features of Coco Cosmetics by creating low-fidelity prototypes on Figma.
Usability Testing
After completing the prototype, we initiated usability testing with 6 participants to observe how users interact with our design and pinpoint areas for improvement.
Method: In-Person
Participants: 6
Age: 10 -17 years old
Test Objectives:
Tasks:
Results
Through usability testing, we collected feedback from participants through observations and post-test feedback. This helped us identify what worked well, what didn't, and improvements to incorporate into our next prototype.
What Worked:
What Didnt:
Changes to be made/Recommendations:
MedFi Prototype
Taking the feedback into account, we integrated the suggested changes into our low-fidelity prototype and introduced new screens to develop a mid-fidelity prototype on Figma.
Usability Testing
After completing the prototype, we initiated usability testing with another 6 participants to observe how users interact with our design and pinpoint areas for improvement.
Method: In-Person
Participants: 6
Age: 10 -17 years old
Test Objectives:
Tasks:
Results
Through usability testing, we collected feedback from participants through observations and post-test feedback. This helped us identify what worked well, what didn't, and improvements to incorporate into our next prototype.
What Worked:
What Didnt:
Changes to be made/Recommendations:
HighFi Prototype
Based on the feedback we received, we integrated the suggested changes into the prototype and incorporated our design and color scheme.
Usability Testing
After making several changes to the design, we conducted our final usability testing by having testers complete all 6 tasks in the previous testings.
Method: In-Person
Participants: 6
Age: 10 -17 years old
Test Objectives:
Tasks:
Results
This final testing had a lot of positive feedbacks and only minor changes have to be made.
Changes to be made/Recommendations:
Final HighFi Prototype
After incoporating the revisions, here is a video of our final prototype.
Put video
CONCLUSION
This assignment highlighted the importance of continuously refining our design while keeping our target users in mind. We conducted multiple tests for each version, considering the needs and preferences of our users. This approach helped us better understand what our users want from the game and by consistently improving our design based on feedback, we ensured that the final product meets our users' expectations, leading to a more enjoyable gaming experience.