Collaborative Design Practice / Task2

26/9/2025 - 7/11/2025 (Week 6 - Week 10)
Wee Jun Jie / 0375271 
Collaborative Design Practice / Bachelor of Design (Hons) in Creative Media
Task 2: Proposal Development



 INSTRUCTIONS 
This group project aims for us to collaborate in multi-disciplinary groups to write creative briefs, create designs that fit the user experience of the project outcome and produce the prototypes or mock-ups for user-testing that suits the table-top game.

Recapping About Main Issues of the Game

Fig 1.1 Original Design

1. Overview of Ori Design
The original design was extremely basic and lacked refinement. It consisted of a few hand-drawn cards without any cohesive design elements. The use of multiple fonts without clear hierarchy no variation in size or weight made the overall visual experience feel cluttered and uncomfortable. The game board itself was simply divided into three colors, with no thematic integration or visual storytelling. It felt more like a rough draft than a fully realized concept.

2. Design Direction
This gave us a clear design direction, as there were no strict requirements. We only needed to explore the concept around the word Sugar High and create our own interpretation, which made the process relatively straightforward. To begin, we categorized the essential components that required design: first, the game cards, followed by the guidebook, game tokens, dice, and the game board and of course, the packaging box.


On this blog will only showcase the design work I personally created, along with the process of how I assisted my teammates. For other aspects of this project, please refer to my partners’ blogs. Thank you.


3. Design Process - Guidebook

Fig 3.1 Guidebook Front


Fig 3.2 Guidebook Content

Felita, who was responsible for character design, first sketched several cookie-inspired figures. We decided to build the rulebook around these characters, keeping the design simple without excessive decoration. I used cookie edge patterns as borders and applied common cookie tones as the base, paired with lighter shades for the content. To improve readability, I separated the previously crowded text into distinct sections and created a large table to list all the game components.

However, I did not intend for the rulebook to be a small booklet, as I believe it should be larger in format. Since our game is rated at a four‑star difficulty level, a larger rulebook makes the instructions easier to interpret and follow.

Fig 3.3 Guidebook Test Print

However, after our test print, we realized that the actual size was too large, and the colors were criticized for being overly dark. The feedback suggested that we should tone them down or use lighter brown shades for better balance. Overall, the design gave off the impression of a coffee brand rather than a playful tabletop game.


4. Design Process - Gameboard

4.1 Gameboard Design by Annika

Our teammate Annika designed several versions of the game board in different colors, but they did not quite match the character style we were aiming for and felt somewhat out of place. That said, her work provided a solid starting point for the overall direction of the board design. Building on her foundation, I adapted the board’s shape to connect more closely with real cookies, integrating this theme into the design. I also revised the color palette and typography, blending the logo colors into the board itself to create a more cohesive look. Just like you wouldn’t want a zebra crossing to suddenly have a red or green stripe it would feel jarring and inconsistent.


4.2 Gameboard Redesign by Jun Jie

After several iterations, I produced the second version shown on the left. Overall, it looked acceptable at first glance, but once printed, I realized the colors were too dark and the fonts felt inconsistent in the finer details. I then made further adjustments, such as refining the size of the buttons and improving the logo’s contrast. Most importantly, I brightened the color palette by one level to ensure the design appeared livelier and more energetic rather than dull.


5. Design Process - Gamecard


5.1 Gamecard by Terrence

Spending three weeks to produce cards of this quality felt unacceptable, as there were no signs of proper layout design and no study references for card development. At that moment, I honestly thought we were close to failing. Despite multiple attempts to communicate in the group, we received no response, and only by the eighth week did we learn that this was the extent of the work completed. In response, I began researching card design myself, starting with playing cards. I studied their dimensions and rounded corners, considering how these details prevent discomfort when handling. With these insights, I ultimately redesigned the cards to achieve a more professional and user‑friendly result ...



5.2 Redesign by Jun Jie

At this stage, I was feeling quite exhausted. Some of us had not followed the mood board we had set up in Miro, which meant that almost everything had to be redesigned from scratch. This was very frustrating for me, yet I couldn’t afford to take a break. Instead, I pushed forward, noticing areas that still had potential for improvement and could be refined further. Please continue reading to see how I addressed these challenges.


6. Design Process - Dice


6.1 Dice > Coin

Previously, I noticed that the original game required a dice roll to determine turn order, using odd and even numbers as the distinction. To make the design more cohesive, we replaced the dice with a cookie token that has two sides. This way, the mechanic feels integrated into the theme rather than appearing out of place. Flipping the cookie to the front represents “1,” while flipping it to the back represents “2.” This small change elevated the overall design, reinforcing the cookie concept and ensuring that even the gameplay elements align with the visual identity.


 REFLECTION 
Experience
During the design process, I noticed that consistency was a recurring challenge. Early drafts often felt disconnected from the mood board, with mismatched fonts, overly dark colors, and layouts that lacked hierarchy. The initial candy pop art direction was visually energetic but not cohesive with the gameplay or theme. Through test prints and peer feedback, it became clear that readability, thematic alignment, and balance in color tones were critical for making the game feel approachable and engaging.

Observation
Working through multiple iterations was both exhausting and rewarding. From redesigning cards and rulebooks to adjusting the game board, each step demanded careful attention to detail. I often had to step in when teammates’ contributions didn’t align with the agreed design direction, which meant reworking elements like card layouts, board colors, and typography. Although this was frustrating at times, it also gave me the opportunity to take ownership of the design and push it toward a more polished and unified outcome

Findings
The process reinforced the importance of thematic coherence and user-centered design. Integrating everyday sweet elements like cookies and brown sugar elevated the game’s identity, making it feel warmer and more relatable. I also learned that small details such as rounded card corners, logo contrast, and color tone adjustments can significantly impact usability and perception. Ultimately, the project showed that clear communication, iterative refinement, and alignment with the mood board are essential for transforming a rough draft into a cohesive, engaging tabletop game.