GoGame

Conceptual
Team School Project

Roles

UX Researcher

UI/UX Designer

Timeline

4 weeks

Nov 2023

Tools

Figma

Team of 4

(overlapping roles)

4 UX Researchers

4 UI/UX Designers

Deliverables

UI Style Guide

Low-Fidelity Digital & Paper Prototypes

High-Fidelity Digital Prototype

Research Report

30s Advertisement Reel

3 Presentations (Proposal, LF, HF)

Role

UX Researcher

UI/UX Designer

Timeline

4 weeks

Nov 2023

Tools

Figma

Team of 4

(overlapping roles)

4 UX Researchers

4 UI/UX Designers

OutPut

UI Style Guide

Low-Fidelity Digital & Paper Prototypes

High-Fidelity Digital Prototype

Research Report

30s Advertisement Reel

3 Presentations (Proposal, LF, HF)

Executive Summary

GoGame is an interactive on-campus gaming system that helps international students relieve stress and connect with peers through short, spontaneous gameplay. Developed through three design iterations and multi-method user research, the project achieved a System Usability Score of 97.5, demonstrating exceptional ease of use and strong emotional engagement.

Through persona walkthroughs, think-aloud studies, and SUS surveys, we discovered that users valued quick, casual interactions, intuitive controls, and safety verification. These insights led to the integration of WatCard (student ID) authentication, live video chat, and a streamlined linear flow, creating a more secure, inclusive, and fun way to meet people on campus.

Takeaways

GoGame taught me how interface design and physical interaction can merge to address real human needs: blending accessibility, mental wellness, and social UX.

Working through iterative testing, persona validation, and usability scoring deepened my ability to synthesize data into actionable design decisions while balancing emotional and functional aspects of experience design.

Full Case Study

Overview

A fun break on-the-go to meet & play with students on campus

GoGame is an interactive public installation designed to help international students build positive coping strategies and ease social isolation through spontaneous, playful interactions.

By using screen-based connected gaming stations installed in high-traffic campus areas, students can meet peers, compete in short games, and take fun breaks between classes, supporting both mental well-being and social belonging.

Problem

How might we design a safe, playful public space that makes social connection easier, more natural, and more enjoyable for international students?

International students often struggle with loneliness, limited free time, and social anxiety when trying to make friends in a new environment. Traditional social events are time-consuming or intimidating, leaving little room for spontaneous connection.

Solution

GoGame connects two students located at different on-campus gaming kiosks, enabling them to:

  • Instantly match and play casual games like bowling or tennis
  • Chat through live video during gameplay
  • Take short, fun breaks between classes without the stress of planning

We aimed to design an experience that was:

  • Quick and casual
  • Safe and inclusive
  • Encouraging of meaningful interaction through play

Students log in securely using their student ID, ensuring safety, authentic connections, and personalized experiences.

Research

96% of international students aged under 40 years reported loneliness (Kangning Zheng et al., 2023)

Study Objectives

We aimed to understand:

  1. How international students perceive spontaneous play as a social connector
  2. What barriers prevent them from engaging with public interactive systems
  3. How to design a system that feels both safe and inviting

Research Methods

Persona Walkthrough
Paper Prototype | 4 participants

To identify social comfort zones, needs, and safety concerns through role-play

Think-Aloud Usability Test
LF & HF Prototype | 8 participants

To observe live user behavior and navigation challenges

Post-Test Interview
LF & HF Prototype | 8 participants

To gather qualitative feedback and emotional reactions

System Usability Scale (SUS)
LF & HF Prototype | 8 participants

To quantify usability satisfaction and improvement

Affinity Mapping
All Stages

To cluster and analyze qualitative findings into navigation/instruction, preferred features, user control, design, overall UX, and suggestions to direct design actions

Paper Prototype User Persona Walkthrough

  • Alex (Mechanical Engineering, 2nd Year):
    Likes quick, convenient connections. Felt that mandatory icebreakers wasted time and reduced gameplay enjoyment.
  • Vishal (BBA + CS Minor, 4th Year):
    Wanted deeper, more social interaction; wished the system felt more face-to-face.
  • Marisa (Math, 1st Year):
    Anxious about meeting strangers; preferred jumping straight into games instead of forced introductions.
  • Aisha (Life Sciences, 2nd Year):
    Loved the idea and location; emphasized need for safety measures and clear identity verification.
Walkthrough Affinity Analysis
  • ✅ Students appreciated convenient locations and quick access
  • ✅ Valued “fun breaks” during study or work hours
  • ⚠️ Wanted improved safety verification for opponents
  • ⚠️ Preferred to skip icebreaker games and jump straight to gameplay
  • ⚠️ Desired more natural, video-based social interaction
  • ⚠️ Some felt self-conscious using public-facing screens

Low-Fidelity Digital Prototype Testing

Goals: Validate initial interaction flow and interface clarity
Key Positive Findings
  • Intuitive screen navigation and game selection
  • Personalized name features made the experience engaging
  • Timer and class reminder feature felt useful
  • Self-explanatory interface with clear task flow
Constructive Feedback
  • Ending screen lacked interactivity
  • Accessibility needs (vision, hearing, dyslexia) under-considered
  • Initial screens lacked instruction clarity
  • Some users confused by 3D visual cues on flat prototypes
  • Desired visual and audio feedback expected from “gaming” contexts
  • Questioned external device setup (controllers, headset) clarity

High-Fidelity Digital Prototype Testing

Testing Methodology

Participants completed a full end-to-end flow: logging in, connecting, playing a game, and logging out, while thinking aloud. Follow-up interviews captured deeper reactions, while SUS surveys quantified usability progress.

Qualitative Findings (Think-Aloud + Interview)
  • Clear menu structure and on-screen guidance improved navigation
  • Timer and exit/continue controls gave users strong sense of control
  • Visual design felt fun, vibrant, and approachable
  • Gameplay was described as “simple, intuitive, and exciting”
Actionable Insights
  • Add option to reconnect or exchange contact info after play
  • Enlarge camera windows for better visibility and realism
  • Strengthen primary call-to-action buttons
  • Include tactile props (controllers, headset mockups) for realism

System Usability Scale (SUS)​ Scores

Our overall score was 97.5, showing great improvement from our last score of 87.5. The improvement validated that design refinements increased clarity, comfort, and overall user delight.

Ideation

Round 1: Concept & Pitch

  • Two linked kiosks placed in Student Life Centre (SLC) and Engineering 7 (E7)
  • Game included Flash Friends (20 Questions) as a social icebreaker before mini-games
  • Optional class reminders to avoid missed lectures

Findings: Users loved the idea but felt constrained by mandatory icebreakers.

Round 2: Low-Fidelity Prototype

  • Removed the Flash Friends segment
  • Streamlined experience into a linear flow
  • Simplified onboarding with single screen guidance

Final Design

Round 3: High-Fidelity Prototype

  • Added WatCard login for secure authentication and faster access
  • Introduced live video chat to increase connection and trust
  • Focused gameplay experience (no extra setup distractions)
  • Clean, arcade-inspired visual design using bold blue and pink hues
User Flow Diagram

Outcome

  • Usability improved by 10 points (SUS 87.5 → 97.5)
  • 100% of users completed all core tasks without assistance
  • Users reported feeling more relaxed, engaged, and socially comfortable
  • Prototype validated as a low-barrier, high-engagement social connector
  • Findings informed design guidelines for future public interactive systems focused on mental wellness

Future Opportunities

  • Integrate player reconnection and post-play contact options
  • Enhance accessibility features for vision and hearing diversity
  • Add larger video feeds and optional privacy filters
  • Conduct field pilot testing with real kiosk hardware and live campus participants
2 years later:
During the project, our industry partner was the University of Waterloo Counselling Services who was actively evaluating our presentations and 2 years after this project was concluded, we noticed a rise in large vertical screens around campus, an initiative by WUSA (Waterloo Undergraduate Student Association). Although, we didn’t pitch this idea, this concept serves as a proof that with a more thorough study with a larger sample size, GoGame can be even more feasible and impactful to the student body. Below is an image of how GoGame were to look like if executed.
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