We established our target audience through multiple design methodologies such as User-Centred design, The Design Hierarchy and The Hierarchy of Needs. This allowed us to identify why the user would be engaging with our game, what they require from the experience and how it would benefit them.

In addition to this we assessed our essential experience and project goals, considering the people we could benefit the most in terms of their needs and desirability. This involved looking at user contexts, requirements and solutions.

Project Goals

Project Aims diagram made by Emilia.

Project Aims diagram made by Emilia.

Essential Experience

Essential Experience diagram made by Emilia.

Essential Experience diagram made by Emilia.

Our purpose of design, being emotional and physical regulation led us to consider the following:

Emilias Target Audience Research:

Emilias Target Audience Research:

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Contexts

When users engage with our game, it is because they are experiencing sensations of anxiety, stress, overwhelm and panic. They are also struggling to manage their daily responsibilities and deadlines.

Requirements

They require a tool to help manage these feelings in moments of discomfort as well as a place to reflect. Moreover, the game is required to be highly accessible in environments where necessary.