Game
Game
Game
Breaker
Breaker
Breaker
An ideation tool to help game creators explore glitches within games and create unique experiences.
An ideation tool to help game creators explore glitches within games and create unique experiences.
An ideation tool to help game creators explore glitches within games and create unique experiences.



How might we help game creators explore glitches in a playful, creative way as additions to a game?
How might we help game creators explore glitches in a playful, creative way as additions to a game?
Process
Secondary Research
Interviews
Social Media Dive
Low-fi Mockups
Co-Design Session
Hi-fi Mockups
Final Design Presentation
Secondary Research
Interviews
Social Media Dive
Low-fi Mockups
Co-Design Session
Hi-fi Mockups
Final Design Presentation
Secondary Research
Interviews
Social Media Dive
Low-fi Mockups
Co-Design Session
Hi-fi Mockups
Final Design Presentation
My Role
My Role
Design Lead (this was a solo project!)
Design Lead (this was a solo project!)
Design Lead (this was a solo project!)
Timeline
Timeline
4 Months (Jan - Apr 2024)
4 Months (Jan - Apr 2024)
4 Months (Jan - Apr 2024)
Tools Used
Tools Used
Figma
Sketch
Miro
Zotero
Google Docs
Google Slides
Figma
Sketch
Miro
Zotero
Google Docs
Google Slides
Figma
Sketch
Miro
Zotero
Google Docs
Google Slides
In Summary
In Summary
In Summary
The Problem:
The Problem:
The Problem:
Imagine this: you are relaxing at home, playing your favorite single-player video game and you uncover a funny glitch that gives you a small advantage. Since it is harmless, you decide to use the glitch every now and again to help you progress. However, the following week, the developers send out an update with a patch for that glitch. Your fun, harmless glitch is now gone! But why go through all the trouble to patch it if it was harmless?
As I found from my UX Research project "The Impact of Glitches in Games: an Exploratory Study", many players find enjoyment within glitches in various contexts. However, most game developers see glitches as problems to be removed, eliminating these fun experiences for players. Glitches are inevitable, so instead of having this Sisyphean battle against them, game creators should reconsider the untapped potential glitches provide.
Imagine this: you are relaxing at home, playing your favorite single-player video game and you uncover a funny glitch that gives you a small advantage. Since it is harmless, you decide to use the glitch every now and again to help you progress. However, the following week, the developers send out an update with a patch for that glitch. Your fun, harmless glitch is now gone! But why go through all the trouble to patch it if it was harmless?
As I found from my UX Research project "The Impact of Glitches in Games: an Exploratory Study", many players find enjoyment within glitches in various contexts. However, most game developers see glitches as problems to be removed, eliminating these fun experiences for players. Glitches are inevitable, so instead of having this Sisyphean battle against them, game creators should reconsider the untapped potential glitches provide.
Imagine this: you are relaxing at home, playing your favorite single-player video game and you uncover a funny glitch that gives you a small advantage. Since it is harmless, you decide to use the glitch every now and again to help you progress. However, the following week, the developers send out an update with a patch for that glitch. Your fun, harmless glitch is now gone! But why go through all the trouble to patch it if it was harmless?
As I found from my UX Research project "The Impact of Glitches in Games: an Exploratory Study", many players find enjoyment within glitches in various contexts. However, most game developers see glitches as problems to be removed, eliminating these fun experiences for players. Glitches are inevitable, so instead of having this Sisyphean battle against them, game creators should reconsider the untapped potential glitches provide.
The Solution:
The Solution:
The Solution:
GameBreaker is a card deck used to explore the different interactions that can take place within a video game using glitches by creating gameplay scenarios from a player’s perspective.
This can be done after a game is made and glitches are found, to explore how these glitches can be viewed in different contexts and perspectives. Or, this tool can be used before even touching a computer, exploring game ideas that include glitch-like features as "chaotic" or unconventional possibilities.
GameBreaker is a card deck used to explore the different interactions that can take place within a video game using glitches by creating gameplay scenarios from a player’s perspective.
This can be done after a game is made and glitches are found, to explore how these glitches can be viewed in different contexts and perspectives. Or, this tool can be used before even touching a computer, exploring game ideas that include glitch-like features as "chaotic" or unconventional possibilities.
GameBreaker is a card deck used to explore the different interactions that can take place within a video game using glitches by creating gameplay scenarios from a player’s perspective.
This can be done after a game is made and glitches are found, to explore how these glitches can be viewed in different contexts and perspectives. Or, this tool can be used before even touching a computer, exploring game ideas that include glitch-like features as "chaotic" or unconventional possibilities.
01 - Approach
01 - Approach
01 - Approach
—Interviews, Secondary Research, Social Media Dive
—Interviews, Secondary Research, Social Media Dive
—Interviews, Secondary Research, Social Media Dive
Understanding Player Motivations to Exploit Glitches
Understanding Player Motivations to Exploit Glitches
Understanding Player Motivations to Exploit Glitches
To understand more about the players who exploit glitches and their motivations, Interviews, Secondary Research, and a Social Media Dive were conducted with the following research questions in mind:
To understand more about the players who exploit glitches and their motivations, Interviews, Secondary Research, and a Social Media Dive were conducted with the following research questions in mind:
To understand more about the players who exploit glitches and their motivations, Interviews, Secondary Research, and a Social Media Dive were conducted with the following research questions in mind:
Research Questions:
Research Questions:
Research Questions:
What motivates players to explore the game beyond "typical" gameplay?
Are certain player types more inclined to explore the game more?
How do players go about finding glitches and bugs within the games they play?
What motivates players to explore the game beyond "typical" gameplay?
Are certain player types more inclined to explore the game more?
How do players go about finding glitches and bugs within the games they play?
What motivates players to explore the game beyond "typical" gameplay?
Are certain player types more inclined to explore the game more?
How do players go about finding glitches and bugs within the games they play?
Key Themes from Interviews
Key Themes from Interviews
Key Themes from Interviews
After interviewing, I performed Thematic Analysis of the qualitative data collected. I did several passes of coding, and found three main themes:
After interviewing, I performed Thematic Analysis of the qualitative data collected. I did several passes of coding, and found three main themes:
After interviewing, I performed Thematic Analysis of the qualitative data collected. I did several passes of coding, and found three main themes:
"Different ways of intentially learning glitches"
"Different motivations for exploiting glitches"
"Different player types and potentials for emergent gameplay"
"Different ways of intentially learning glitches"
"Different motivations for exploiting glitches"
"Different player types and potentials for emergent gameplay"
"Different ways of intentially learning glitches"
"Different motivations for exploiting glitches"
"Different player types and potentials for emergent gameplay"
Finding Commonalities Between Glitch Exploitation and Emergent Gameplay
Finding Commonalities Between Glitch Exploitation and Emergent Gameplay
Finding Commonalities Between Glitch Exploitation and Emergent Gameplay
While doing thematic analysis, I found that the motivations for emergent gameplay and exploiting glitches overlap.
While doing thematic analysis, I found that the motivations for emergent gameplay and exploiting glitches overlap.
While doing thematic analysis, I found that the motivations for emergent gameplay and exploiting glitches overlap.
Exploiting Glitches
Exploiting Glitches
Exploiting Glitches
Emergent Gameplay
Emergent Gameplay
Emergent Gameplay
Players will create a “game within a game” to increase challenge, or due to boredom.
Players will create a “game within a game” to increase challenge, or due to boredom.
Players will create a “game within a game” to increase challenge, or due to boredom.
Many players see the advantages glitches give. They use them to progress faster, skip tedious sections, or gain in-game advantages.
Many players see the advantages glitches give. They use them to progress faster, skip tedious sections, or gain in-game advantages.
Many players see the advantages glitches give. They use them to progress faster, skip tedious sections, or gain in-game advantages.
Players utilize glitches or play atypically “just for fun”.
Players that perform speedruns may use glitches to perform better, but they aren’t required.
Players that exploit glitches or play atypically want to customize their gameplay.
Players utilize glitches or play atypically “just for fun”.
Players that perform speedruns may use glitches to perform better, but they aren’t required.
Players that exploit glitches or play atypically want to customize their gameplay.
Players utilize glitches or play atypically “just for fun”.
Players that perform speedruns may use glitches to perform better, but they aren’t required.
Players that exploit glitches or play atypically want to customize their gameplay.
The main motivations for Emergent Gameplay that I found were:
The main motivations for Emergent Gameplay that I found were:
Customization
Customization
Customization
Players will play in these unexpected ways to create a new gaming experience that suits their wants.
Players will play in these unexpected ways to create a new gaming experience that suits their wants.
Players will play in these unexpected ways to create a new gaming experience that suits their wants.
Skip Past "Tedious" Parts
Skip Past "Tedious" Parts
Skip Past "Tedious" Parts
Some players found that they were able to skip past parts of the game that made them wait, such as cutscenes.
Some players found that they were able to skip past parts of the game that made them wait, such as cutscenes.
Some players found that they were able to skip past parts of the game that made them wait, such as cutscenes.
Just for Fun :)
Just for Fun :)
Just for Fun :)
Some players were motivated to explore these new gameplay styles simply because they found enjoyment in it.
Some players were motivated to explore these new gameplay styles simply because they found enjoyment in it.
Some players were motivated to explore these new gameplay styles simply because they found enjoyment in it.
But Where Did They Learn About These Glitches?!
But Where Did They Learn About These Glitches?!
But Where Did They Learn About These Glitches?!
Outside of learning via experimentation or from friends, players can learn about various glitches on many online communities. These communities largely consist of speedrunners and glitch hunters. These players know the games rules enough that they intentionally try to break them.
And when they succeed, they share their success.
There are various Subreddits and YouTube tutorials dedicated to specific games where these players share their findings. When they share their findings, they allow other players to build upon their glitches and find more, creating more and more potentials for glitches. This process isn't entirely different than how scientists test and share info!
Outside of learning via experimentation or from friends, players can learn about various glitches on many online communities. These communities largely consist of speedrunners and glitch hunters. Speedrunning is when players “[seek] to race through the game as quickly as possible, [playing] in a distinctive way that combines mastery of performance execution with a deep knowledge of the game’s operation and how its systems may be exploited.” (Newman, 2019, p. 7) Glitch hunters are people that specifically try to find glitches in various games they play, and sometimes have a methodological way of doing so. Often, these speedrunners and glitch hunters are one and the same. They ask questions like "What happens if I try to move this item into an area its not supposed to be in?" They know the games rules enough that they intentionally try to break them.
And when they succeed, they share their success.
This is where glitch hunters and speedrunners are powerful- they have the power of community. There are various Subreddits and YouTube tutorials dedicated to specific games where these players share their findings. When they share their findings, they allow other players to build upon their glitches and find more, creating more and more potentials for glitches. This process isn't entirely different than how scientists test and share info!
Outside of learning via experimentation or from friends, players can learn about various glitches on many online communities. These communities largely consist of speedrunners and glitch hunters. These players know the games rules enough that they intentionally try to break them.
And when they succeed, they share their success.
There are various Subreddits and YouTube tutorials dedicated to specific games where these players share their findings. When they share their findings, they allow other players to build upon their glitches and find more, creating more and more potentials for glitches. This process isn't entirely different than how scientists test and share info!
"Sometimes I do watch speedruns or record clears of certain weapons […] because it can give you a good idea of how that weapon is played at the highest possible level."
- Interviewee
"Sometimes I do watch speedruns or record clears of certain weapons […] because it can give you a good idea of how that weapon is played at the highest possible level."
- Interviewee
"I definitely respect speed running […] the amount of preparation, knowledge, and ability that's required to even kind of attempt a speed run…"
- Interviewee
"I definitely respect speed running […] the amount of preparation, knowledge, and ability that's required to even kind of attempt a speed run…"
- Interviewee
Tying in Player Types to Emergent Gameplay
Tying in Player Types to Emergent Gameplay
Tying in Player Types to Emergent Gameplay
Going into this project, I knew that the player's personality or "type" would have a major factor in whether or not they utilize glitches or engage in emergent gameplay. This is why another big research area for me was player types. I largely based the types of players on Bartle's (1996) study of different player types in multi-user dungeon games. The reason for this is because many other player type studies use this as their basis as well, and the types Bartle covered were sufficient for this project. The four player types created by Bartle and used in this project are:
Going into this project, I knew that the player's personality or "type" would have a major factor in whether or not they utilize glitches or engage in emergent gameplay. This is why another big research area for me was player types. I largely based the types of players on Bartle's (1996) study of different player types in multi-user dungeon games. The reason for this is because many other player type studies use this as their basis as well, and the types Bartle covered were sufficient for this project. The four player types created by Bartle and used in this project are:
Going into this project, I knew that the player's personality or "type" would have a major factor in whether or not they utilize glitches or engage in emergent gameplay. This is why another big research area for me was player types. I largely based the types of players on Bartle's (1996) study of different player types in multi-user dungeon games. The reason for this is because many other player type studies use this as their basis as well, and the types Bartle covered were sufficient for this project. The four player types created by Bartle and used in this project are:
Explorer
Explorer
Players who continuously seek in-game knowledge, finding any hidden features
Players who continuously seek in-game knowledge, finding any hidden features
Socalizer
Socalizer
Players that care more about the other players they are playing with and the different interactions between them
Players that care more about the other players they are playing with and the different interactions between them
Achiever
Achiever
Players who are motivated by in-game or personal game-related achievements and center their gameplay on completing those goals
Players who are motivated by in-game or personal game-related achievements and center their gameplay on completing those goals
Killer
Killer
Players who delight in causing other players frustration or grief by any means necessary
Players who delight in causing other players frustration or grief by any means necessary
It's important to note that while I did use these player types for my final prototype, these player types are not a "one-size fits all." These player types can be used in combination. This is because one person cannot be defined by one type, 100% of the time. They can have primary types, but they still have other motivations and influences that will affect their behaviors.
Based on these descriptions, it is my belief that players that have the Explorer and Achiever types are going to be more likely to engage in emergent gameplay (including glitch exploitation), as they focus more on the game and its mechanics instead of other players (or even NPCs). But that is not to say that the other player types would not engage in emergent play at all.
It's important to note that while I did use these player types for my final prototype, these player types are not a "one-size fits all." These player types can be used in combination. This is because one person cannot be defined by one type, 100% of the time. They can have primary types, but they still have other motivations and influences that will affect their behaviors.
Based on these descriptions, it is my belief that players that have the Explorer and Achiever types are going to be more likely to engage in emergent gameplay, as they focus more on the game and its mechanics instead of other players (or even NPCs). But that is not to say that the other player types would not engage in emergent play at all.
It's important to note that while I did use these player types for my final prototype, these player types are not a "one-size fits all." These player types can be used in combination. This is because one person cannot be defined by one type, 100% of the time. They can have primary types, but they still have other motivations and influences that will affect their behaviors.
Based on these descriptions, it is my belief that players that have the Explorer and Achiever types are going to be more likely to engage in emergent gameplay (including glitch exploitation), as they focus more on the game and its mechanics instead of other players (or even NPCs). But that is not to say that the other player types would not engage in emergent play at all.
02 - Challenges
02 - Challenges
02 - Challenges
Choosing the Format of the Final Prototype
Choosing the Format of the Final Prototype
Choosing the Format of the Final Prototype
The biggest question I had throughout the entire project was what the final prototype would actually be. I initially had the idea to try and create a simple digital game that implemented glitches, to show how they can be used as features. But there were two big glaring problems with this approach:
The biggest question I had throughout the entire project was what the final prototype would actually be. I initially had the idea to try and create a simple digital game that implemented glitches, to show how they can be used as features. But there were two big glaring problems with this approach:
The biggest question I had throughout the entire project was what the final prototype would actually be. I initially had the idea to try and create a simple digital game that implemented glitches, to show how they can be used as features. But there were two big glaring problems with this approach:
It's hard to intentionally develop a working "glitchy" game
It's hard to intentionally develop a working "glitchy" game
It's hard to intentionally develop a working "glitchy" game
Not enough time to create a digital game :(
Not enough time to create a digital game :(
Not enough time to create a digital game :(
Its one thing to find glitches in a completed game, but to develop a game in the hopes a glitch happens in a way that doesn't crash the game is very difficult- and much above my skill level. And, unfortunately, it would be very hard for me to develop a fully working glitch game before the project deadline, as I would have to learn how to make a game from scratch.
Its one thing to find glitches in a completed game, but to develop a game in the hopes a glitch happens in a way that doesn't crash the game is very difficult- and much above my skill level. And, unfortunately, it would be very hard for me to develop a fully working glitch game before the project deadline, as I would have to learn how to make a game from scratch.
Its one thing to find glitches in a completed game, but to develop a game in the hopes a glitch happens in a way that doesn't crash the game is very difficult- and much above my skill level. And, unfortunately, it would be very hard for me to develop a fully working glitch game before the project deadline, as I would have to learn how to make a game from scratch.



A simplified journey map of my project. The teal boxes on the bottom show how I progressed through different design directions.
A simplified journey map of my project. The teal boxes on the bottom show how I progressed through different design directions.
A simplified journey map of my project. The teal boxes on the bottom show how I progressed through different design directions.
Because I could not create a digital game showcasing how glitches can be implemented, I had to consider other options. Since the goal of the project is to change how developers handle glitches I then considered making a set of guidelines for game devs. But as one of my professors (who has game development experience) said: "Why would you move away from a game to guidelines? That's boring!"
And they were absolutely right- guidelines can convey the intention behind this project, but they would be "telling" game devs what do to, instead of letting them make that decision for themselves. I won't pretend to know more about game development than game devs, so I also won't try to tell them how to make games. Instead, I merely want to offer them a tool for exploration- one that lets them playfully explore glitches in a new light.
This is when my goal for the project shifted to just "show developers glitches can be good" to "help change developers mental models surrounding glitches."
With this new perspective in mind, I then analyzed all of the different components that go into making a game and different glitch scenarios, as well as what I had learned about different player types. But there was one question that arose with this…
Because I could not create a digital game showcasing how glitches can be implemented, I had to consider other options. Since the goal of the project is to change how developers handle glitches I then considered making a set of guidelines for game devs. But as one of my professors (who has game development experience) said: "Why would you move away from a game to guidelines? That's boring!"
And they were absolutely right- guidelines can convey the intention behind this project, but they would be "telling" game devs what do to, instead of letting them make that decision for themselves. I won't pretend to know more about game development than game devs, so I also won't try to tell them how to make games. Instead, I merely want to offer them a tool for exploration- one that lets them playfully explore glitches in a new light.
This is when my goal for the project shifted to just "show developers glitches can be good" to "help change developers mental models surrounding glitches."
With this new perspective in mind, I then analyzed all of the different components that go into making a game and different glitch scenarios, as well as what I had learned about different player types. But there was one question that arose with this…
Because I could not create a digital game showcasing how glitches can be implemented, I had to consider other options. Since the goal of the project is to change how developers handle glitches I then considered making a set of guidelines for game devs. But as one of my professors (who has game development experience) said: "Why would you move away from a game to guidelines? That's boring!"
And they were absolutely right- guidelines can convey the intention behind this project, but they would be "telling" game devs what do to, instead of letting them make that decision for themselves. I won't pretend to know more about game development than game devs, so I also won't try to tell them how to make games. Instead, I merely want to offer them a tool for exploration- one that lets them playfully explore glitches in a new light.
This is when my goal for the project shifted to just "show developers glitches can be good" to "help change developers mental models surrounding glitches."
With this new perspective in mind, I then analyzed all of the different components that go into making a game and different glitch scenarios, as well as what I had learned about different player types. But there was a question that arose with this…
—Co-Design Session
—Co-Design Session
—Co-Design Session
What Glitches Do I Include in My Final Tool?
What Glitches Do I Include in My Final Tool?
What Glitches Do I Include in My Final Tool?
In order to learn what kinds of glitches I should include in the final prototype, I needed to learn what kind of glitches that players already enjoy, as well as what glitch-like features players could enjoy. To do this, I conduced a co-design session using Miro where I had the participants do two activities:
In order to learn what kinds of glitches I should include in the final prototype, I needed to learn what kind of glitches that players already enjoy, as well as what glitch-like features players could enjoy. To do this, I conduced a co-design session using Miro where I had the participants do two activities:
In order to learn what kinds of glitches I should include in the final prototype, I needed to learn what kind of glitches that players already enjoy, as well as what glitch-like features players could enjoy. To do this, I conduced a co-design session using Miro where I had the participants do two activities:
Existing Glitches
Existing Glitches
Existing Glitches
The first task was to explain a glitch in an existing game that the participant had encountered, and to describe how they feel about it.
The first task was to explain a glitch in an existing game that the participant had encountered, and to describe how they feel about it.
The first task was to explain a glitch in an existing game that the participant had encountered, and to describe how they feel about it.



"Ideal" Glitches
"Ideal" Glitches
"Ideal" Glitches
With existing glitches in mind, they then brainstormed what kinds of glitch-like features they would want in a game.
With existing glitches in mind, they then brainstormed what kinds of glitch-like features they would want in a game.
With existing glitches in mind, they then brainstormed what kinds of glitch-like features they would want in a game.



Once this Co-Design session was complete, I compiled and analyzed the responses, combining that data with secondary research to create categories of glitches that I used in the final prototype.
Once this Co-Design session was complete, I compiled and analyzed the responses, combining that data with secondary research to create categories of glitches that I used in the final prototype.
Once this Co-Design session was complete, I compiled and analyzed the responses, combining that data with secondary research to create categories of glitches that I used in the final prototype.
03 - Solution
03 - Solution
03 - Solution
With all of the data I had collected, I created GameBreaker. I started with some rough sketches, then translated the sketches to hi-fi mockups (shown on the right) using Sketch. The way GameBreaker is used is a user pics one player card, shown below (or more, if creating 2 hypothetical players, or if they wish to combine the player type's traits) and their goal is to explore a gameplay scenario from the perspective of that player type. They keep in mind how that player would think, act, and respond to various gameplay features, or even to other players. The types shown below correspond to Bartle's player types discussed above.
With all of the data I had collected, I created GameBreaker. I started with some rough sketches, then translated the sketches to hi-fi mockups (shown on the right) using Sketch. The way GameBreaker is used is a user pics one player card, shown below (or more, if creating 2 hypothetical players, or if they wish to combine the player type's traits) and their goal is to explore a gameplay scenario from the perspective of that player type. They keep in mind how that player would think, act, and respond to various gameplay features, or even to other players. The types shown below correspond to Bartle's player types discussed above.
With all of the data I had collected, I created GameBreaker. I started with some rough sketches, then translated the sketches to hi-fi mockups (shown below) using Sketch. The way GameBreaker is used is a user pics one player card, shown below (or more, if creating 2 hypothetical players, or if they wish to combine the player type's traits) and their goal is to explore a gameplay scenario from the perspective of that player. They keep in mind how that player would think, act, and respond to various gameplay features, or even to other players. The types shown below correspond to Bartle's player types discussed above.
Once they have a player in mind, they use the game component cards (shown on the left) to create a gameplay scenario. These cards can be chosen in various ways: if they already have a game mechanic and glitch in mind, they can specifically build around those components using the other cards. Or, if they simply want to brainstorm gameplay ideas, then they can choose the cards completely at random. The game component cards include: Game Mechanics, Glitch Types, Game Genre, and Game Rules.
Once they have a player in mind, they use the game component cards (shown on the left) to create a gameplay scenario. These cards can be chosen in various ways: if they already have a game mechanic and glitch in mind, they can specifically build around those components using the other cards. Or, if they simply want to brainstorm gameplay ideas, then they can choose the cards completely at random. The game component cards include: Game Mechanics, Glitch Types, Game Genre, and Game Rules.
Once they have a player in mind, they use the game component cards (shown below) to create a gameplay scenario. These cards can be chosen in various ways: if they already have a game mechanic and glitch in mind, they can specifically build around those components using the other cards. Or, if they simply want to brainstorm gameplay ideas, then they can choose the cards completely at random. The game component cards include: Game Mechanics, Glitch Types, Game Genre, and Game Rules.
Every card has a representative image and info/prompts that fit that card type. The prompts include guiding questions to help the users explore those features in depth in the scenarios that they create.
The purpose of creating these scenarios is to fulfill the goal of helping game creators to better understand how different kinds of players may think and feel about different features. By embodying or "roleplaying" as different player types, they can explore these scenarios in a fun, lighthearted way. I was inspired to use roleplaying elements by games like Dungeons and Dragons, as the players of these games are meant to adopt the mindset of their characters (which is what this tool's goal is). The beauty of this tool is that not only can it be used to explore how existing glitches can be adapted into features, but it can also be used to simply explore ideas for features from a player's perspective before a game is even developed.
Every card has a representative image and info/prompts that fit that card type. The prompts include guiding questions to help the users explore those features in depth in the scenarios that they create.
The purpose of creating these scenarios is to fulfill the goal of helping game creators to better understand how different kinds of players may think and feel about different features. By embodying or "roleplaying" as different player types, they can explore these scenarios in a fun, lighthearted way. I was inspired to use roleplaying elements by games like Dungeons and Dragons, as the players of these games are meant to adopt the mindset of their characters (which is what this tool's goal is). The beauty of this tool is that not only can it be used to explore how existing glitches can be adapted into features, but it can also be used to simply explore ideas for features from a player's perspective before a game is even developed.
Every card has a representative image and info/prompts that fit that card type. The prompts include guiding questions to help the users explore those features in depth in the scenarios that they create.
The purpose of creating these scenarios is to fulfill the goal of helping game creators to better understand how different kinds of players may think and feel about different features. By embodying or "roleplaying" as different player types, they can explore these scenarios in a fun, lighthearted way. I was inspired to use roleplaying elements by games like Dungeons and Dragons, as the players of these games are meant to adopt the mindset of their characters (which is what this tool's goal is). The beauty of this tool is that not only can it be used to explore how existing glitches can be adapted into features, but it can also be used to simply explore ideas for features from a player's perspective before a game is even developed.
04 - Evaluation
04 - Evaluation
04 - Evaluation
—Usablility Testing
—Usablility Testing
—Usablility Testing
To evaluate the understandability and ease of use of this tool, I did some usability tests with Game Development students via Interviews. I walked through the tool with them, explained how it is used, and had them create an example scenario using a player type. What I found was…
To evaluate the understandability and ease of use of this tool, I did some usability tests with Game Development students via Interviews. I walked through the tool with them, explained how it is used, and had them create an example scenario using a player type. What I found was…
To evaluate the understandability and ease of use of this tool, I did some usability tests with Game Development students via Interviews. I walked through the tool with them, explained how it is used, and had them create an example scenario using a player type. What I found was…
What it Did Well:
What it Did Well:
Changes Made:
Changes Made:
The included instructions (shown below) helped introduce the tool
The tool can be used to break out of creative blocks (the inspiration for the tools name!)
The included instructions (shown below) helped introduce the tool
The tool can be used to break out of creative blocks (the inspiration for the tools name!)
The included instructions (shown below) helped introduce the tool
The tool can be used to break out of creative blocks (the inspiration for the tools name!)
The addition of blank cards could allow users to add their own components/player info
Include example use cases in the instructions to guide users (shown on right-most image below)
Removed "Developer" persona
The addition of blank cards could allow users to add their own components/player info
Include example use cases in the instructions to guide users (shown on right-most image below)
Removed "Developer" persona
The addition of blank cards could allow users to add their own components/player info
Include example use cases in the instructions to guide users (shown on right-most image below)
Removed "Developer" persona
Overall, the tool was received positively and the participants had several great suggestions for changes, listed above. The biggest change made was the removal of a "Developer" persona I originally had alongside the different player types. My intentions behind this persona was so that the developers could directly see the different perspectives between players and developers. But as a participant brought up, why would they need to roleplay as themselves? So, this persona was removed and instead of "personas", I focused just on different types of players.
Overall, the tool was received positively and the participants had several great suggestions for changes, listed above. The biggest change made was the removal of a "Developer" persona I originally had alongside the different player types. My intentions behind this persona was so that the developers could directly see the different perspectives between players and developers. But as a participant brought up, why would they need to roleplay as themselves? So, this persona was removed and instead of "personas", I focused just on different types of players.
Overall, the tool was received positively and the participants had several great suggestions for changes, listed above. The biggest change made was the removal of a "Developer" persona I originally had alongside the different player types. My intentions behind this persona was so that the developers could directly see the different perspectives between players and developers. But as a participant brought up, why would they need to roleplay as themselves? So, this persona was removed and instead of "personas", I focused just on different types of players.
05- Next Steps
05- Next Steps
05- Next Steps
Upon reaching the end of my project (and my Master's program!), I had several ideas of how to further improve and expand upon this design. The main ideas include:
Upon reaching the end of my project (and my Master's program!), I had several ideas of how to further improve and expand upon this design. The main ideas include:
Upon reaching the end of my project (and my Master's program!), I had several ideas of how to further improve and expand upon this design. The main ideas include:
Create my own Player Types
One question I recieved during my final presentation was "why not create your own player types?" I would love to! But for this project, I did not have a large enough sample size to adequately develop player types from the data gathered. If I were to gather a larger amount of data, then I could create my own player types using that and info from previous studies.
One question I recieved during my final presentation was "why not create your own player types?" I would love to! But for this project, I did not have a large enough sample size to adequately develop player types from the data gathered. If I were to gather a larger amount of data, then I could create my own player types using that and info from previous studies.
One question I recieved during my final presentation was "why not create your own player types?" I would love to! But for this project, I did not have a large enough sample size to adequately develop player types from the data gathered. If I were to gather a larger amount of data, then I could create my own player types using that and info from previous studies.
Create a Digital Version
As with many card games, I could potentially create a digital version of this game, either for desktop or mobile devices (or both!) Designing the card interactions digitally could be a challenging and fun experience.
As with many card games, I could potentially create a digital version of this game, either for desktop or mobile devices (or both!) Designing the card interactions digitally could be a challenging and fun experience.
As with many card games, I could potentially create a digital version of this game, either for desktop or mobile devices (or both!) Designing the card interactions digitally could be a challenging and fun experience.
On top of these ideas, I would like to collect feedback from experienced game developers from various studio sizes to learn about their opinions on this tool (specifically about the prompts on the cards) , as well as improve the overall look and layout of the cards.
On top of these ideas, I would like to collect feedback from experienced game developers from various studio sizes to learn about their opinions on this tool (specifically about the prompts on the cards) , as well as improve the overall look and layout of the cards.
On top of these ideas, I would like to collect feedback from experienced game developers from various studio sizes to learn about their opinions on this tool (specifically about the prompts on the cards) , as well as improve the overall look and layout of the cards.
06- Lessons Learned
06- Lessons Learned
06- Lessons Learned
As discussed in the challenges section, I originally had the goal to demonstrate how glitches can be turned into features by making a simple digital "glitch game." But due to constraints, as well as a change in perspective, I learned that for this project, it would be better to allow game developers to explore their own ideas, rather than tell them how to deal with glitches. Glitches are messy and cannot all be handled in the same way, so I cannot hope to inform how to deal with all of them- this must be decided by the game developers themselves.
In past projects, I have gathered data to learn about user's mental models within the problem space. But this was the first time that I had the primary goal of altering their mental models. Can I assert that my final product will achieve that goal? No; the nature of the tool and the human mind means that it is entirely up to the individual whether or not they alter their perspectives. I can only provide the tool in order to facilitate that change.
This was also the first time I've created a "card game" and it was challenging figuring out all of the rules/how to play, but overall, it was highly rewarding working on this passion project.
As discussed in the challenges section, I originally had the goal to demonstrate how glitches can be turned into features by making a simple digital "glitch game." But due to constraints, as well as a change in perspective, I learned that for this project, it would be better to allow game developers to explore their own ideas, rather than tell them how to deal with glitches. Glitches are messy and cannot all be handled in the same way, so I cannot hope to inform how to deal with all of them- this must be decided by the game developers themselves.
In past projects, I have gathered data to learn about user's mental models within the problem space. But this was the first time that I had the primary goal of altering their mental models. Can I assert that my final product will achieve that goal? No- the nature of the tool and the human mind means that it is entirely up to the individual whether or not they alter their perspectives. I can only provide the tool in order to facilitate that change.
As discussed in the challenges section, I originally had the goal to demonstrate how glitches can be turned into features by making a simple digital "glitch game." But due to constraints, as well as a change in perspective, I learned that for this project, it would be better to allow game developers to explore their own ideas, rather than tell them how to deal with glitches. Glitches are messy and cannot all be handled in the same way, so I cannot hope to inform how to deal with all of them- this must be decided by the game developers themselves.
In past projects, I have gathered data to learn about user's mental models within the problem space. But this was the first time that I had the primary goal of altering their mental models. Can I assert that my final product will achieve that goal? No- the nature of the tool and the human mind means that it is entirely up to the individual whether or not they alter their perspectives. I can only provide the tool in order to facilitate that change.
Want to explore more about glitches in games?
Want to explore more about glitches in games?