Morana

Timeline:
2019-Present

Role:
UI Designer & Usability Tester

Team:
Film Producer, 3D Technical Artist, Concept Artist, Game Engineers

Morana is an otherworldly VR puzzle game about reconnecting with the deceased loved one through assisting earthbound spirits on their journey to realize their unfinished business.

Game Trailer

- Play & Analyze the problems-

01. USABILITY TESTING

Consistency of Interactivity during onboarding experiences

After I  joined our team, I conducted a series rounds of testing on the game and found inconsistency problems in the game : each scene has different interactions. There is no onboarding experience for player to get trained or learn how to use the Oculus Rift.

02. THE GOAL

Understand inexperienced to experienced player behaviors with Oculus controllers in a Puzzle game

- Understanding the problems-

03. USER NEEDS

The design challenge behind the game is all around moving in VR world.
I conducted 1-year long user testing with the team closely tackling several main problems for player

Interactivity in storytelling
Player explore the story lines by following and interacting with the main character transitioning between scenes.

Tutorial  for onboarding
With tutorial, player can learn how to move around and explore the fantasy world from nearby.

04. MARKET RESEARCH

By researching on the existing games, I realize that consistency problem is associated with the spaces. I begin to map different feeling on the toggle, buttons, and sticks by understanding current player's mission and mood.

05.IMPLEMENTATION & FAIL

Cognition Failure

The issue happened here is that: I only cared about consistency and not realize that there is a motion sickness problem in VR 360 world. People feel their body not moving when brain seeing themselves moving.

Here is what happened to our tester...

06. LEARNING & TESTING

1. Duration of the game takes about 30-40 mins until puzzle one ends
Solved: cut cemetery scene and shorten teleportation time, reduced gaze point amounts
2. Player does not where to look at in 360 environment even with the help of gaze point
Solved: working on redesign the puzzle tutorial and added heat map
3. Hard to teleport in wood scene

06. HAPTIC FEEDBACKS

I realize that players can feel and get immersed in a new world after entering VR. In our journey, we want to transform their body into our main character - Dia's feeling. I decided to bring the emotional feeling of petting with kids and haptic feedback as you touch them. This enables players to have stronger emotional connection with the scene.

07. FINAL DELIVERABLE

I made all the tutorial process with my leader from scratch to final implementation and it is successfully solving all the unpleasant moment when people could not proceed their mission in 1st & 2nd stage.

08. UI DESIGN

I brought multiple UI design solutions to tutorial. I defined the concept as natural, childish, and calming when starting with the scene.

09. REFLECTION

VR games are not the same as digital product design process. It is always about learning from user behaviors with each story scenes.

I began to see the trend of multi-modal designs along with VR and AR experiences. Also it is not bad way to have failure and not knowing the target audience since VR field is very new. We

My Projects/ 2018-2020


🍔 frog Design: Redesign food & family experiences
for families & food/ 2019

📈 Virtualitics: Data Analysis Internship
with AI algorithm and VR visualizations

🚗 Yoohoo: Autonomous Carpool system
for solo travelers / 2018

💡 Google Look: Voice UI to search nearby
with AI assistant /2018-2020