Fun for Audience: Gender-Inclusive Design
For Girls: Creative Expression
- Open-ended building phases encourage creativity without fear of mistakes
- No "wrong answers" approach addresses lower self-esteem common in girls at the middle school age
For Boys: Strategic Challenges
- Active play with quick responses and rapid-fire techniques
- Strategic play manipulating resources to achieve longer-term goals
- Problem-solving with constraints and racing elements
All Players: Guiding questions help players incorporate personal values into their city designs, creating elements that resemble themselves. Playtesting confirmed engagement across genders.
Research Basis: Kinzie & Joseph (2008) found middle school girls prefer creative play while boys prefer strategic play with quick responses.
Research & Frameworks
The game design was informed by various academic sources:
- Transformation Game Design (2018) to foster audience transformations in relationships, social interactions, knowledge, skills, and attitudes.
- Embedded Design (Kaufman & Flanagan, 2015) to obfuscate educational elements.
- "Yes-and" improvisation techniques to foster storytelling, risk-taking, creativity and collaborative communication (Benjamin and Kline, 2019).
- Age-appropriate inclusivity based on research across gendered and non-gendered play preferences among middle schoolers (Kinzie & Joseph, 2008)"
- Cognitive Load Theory using minimalist game mechanics, game theming, and relayability (Fath et al, 2022)
My Non-Linear Design Process
Initial Approach: Too Complicated
In my first iteration, I started with freestyle building + "Think Aloud" method to encourage communication
- Created city cards and strategy cards for replayability and structure
- Added role-based dynamics (Performance Analyst, Spotter, Technician)
Playtest 1 Revealed: Players needed more time with constraints; non-verbal communication as a strategy card contradicted game goals; instructions lacked clarity about deconstructing builds and role assignment
Original strategy cards that did not fulfill the transformation game design goals
Pivoting the Experience
In my second iteration, I added more game mechanics with the hopes that it would clarify things for the players
- Measured engagement with strategy cards with time rather than rounds
- Added dice mechanic to randomly assign roles and clarified instructions
- Introduced context to orient players at the start of the game
Playtest 2 Revealed: Players enjoyed open-ended play but lost direction in abstraction; assigned roles were ignored and irrelevant to players; strategy cards were inaccessible; disconnect between Parts 1 and 2
Pivoting the Experience (Again)
In my third iteration, I aimed for greater coherence in the player experience
- Preserved city artifacts from Part 1 to integrate with race cars in Part 2
- Transformed "Hot Seat" questions into guiding prompts on city cards
- Removed explicit roles but incorporated their principles into strategy cards
Playtest 3 Revealed: Players initially feeling overwhelmed highlighted the need for clearer starting points; collaboration difficulties actually indicated successful social-emotional challenge