Food Fighter:
Battle for Health

Game Design Document

Tools Used: Sketch. Figma. Research Databases (APAPsycNet, Science Direct, Google Scholar, etc.).
Elements: Game Design. Rule Design. Stakeholder Presentation.

Project Overview
Following the ideation process for a nutrition learning game, my collaborators and I designed a game to inspire adolescents to become more concious and aware of the vitamins, nutrients, and food balance that makes up a healthy plate and a healthy diet, including those that may not have access to these foods. Each team member wrote a different portion of the design document, with me writing the theory section which includes mapping out our theory of change that was used to connect learning mechanics and game mechanics.
Design Components
  • Ideation and construction of concept art, using Pokemon GO as inspiration
  • Evidence-Centered Design applying theory of change to game design rationale, connecting learning mechanics to game mechanics
  • Human-Centered Design around adolescent learners
  • Low-fidelity prototypes (Wireframes)
  • High-fidelity usable prototype (Figma)
  • Player experience is high in sociability to account for adolescent needs of connection and peer interaction
  • Culturally aware and responsive frameworks used to integrate users from various backgrounds with ingredients from around the world
  • Universal Design and accessibility providing high contrast coloring for color-blind users
Research Components
  • Research and review of current NYC DOE, state, and federal health education and standards; review of impacts of nutritious eating on development and cognition
  • Evidence-Centered Design: Literature review on cognitive science and learning sciences including Mayer's Principles of Multimedia learning; literature review of emotional, motivational, cognitive, and social-cultural foundations in game-based learning
  • Theory of change generated and applied from micro to macro level of game design including level-ups, card-trading, real-world knowledge transfer opportunities, and overall experience
  • Needs assessment performed, with market analysis of three competitors, ensuring unique product affordances for learners and integration of best practices in game interactions and player experience
  • Three personas constructed around different characteristics of adolescent learners, which were further used for human-centered design process

Artifacts