Emily Carr University of Art and Design

Game, UX, UI, Web

2023

2023

DIETOXA

While completing my Interaction Design studio course in my third year of undergrad, we were given a project that involved creating a "social commentary" game. The purpose was to draw on interactivity and play research to design an experience that caused users to think deeper about a larger societal issue.


The end result of my semester of work was Dietoxa, an interactive diet app simulation where players are challenged to lose weight over the course of ten days. By winning mini-games, players earn daily skills that help them keep their calorie intake low—though each choice comes with its own cost.


This app was inspired by my own experiences using meal tracking and "health" apps. I drew heavily from the negative ways in which they used gamification to alter users' states of mind whilst hiding under a guise of health and serenity.

Emily Carr University of Art and Design

Game, UX, UI, Web

2023

DIETOXA

Developed for my Interaction Design studio course, this project aimed to create a game that explores a deeper social issue while still incorporating elements of play, interactivity, and gamification.


The end result of my semester of work was Dietoxa, an interactive diet app simulation where players are challenged to lose weight over the course of ten days. By winning mini-games, players earn daily skills that help them keep their calorie intake low—though each choice comes with its own cost.

SCOPE

SCOPE

SCOPE

Design an interactive experience using game design principles as well as insights surrounding critical play.


Explore how storytelling and design can come together while also analyzing the role UX plays in game-based experiences.

Design an interactive experience using game design principles as well as insights surrounding critical play.


Explore how storytelling and design can come together while also analyzing the role UX plays in game-based experiences.

KEY

POINTS

KEY

POINTS

KEY

POINTS

How can I convey the negative cycle diet apps create?


How can I use game principles to make the user want to continue engaging?


How can this experience be educational and meaningful for users?

How can I convey the negative cycle diet apps create?


How can I use game principles to make the user want to continue engaging?


How can this experience be educational and meaningful for users?

VOICE + STYLE

VOICE + STYLE

VOICE + STYLE

The game should look like a modern diet app. Minimalist, light design with an airy feeling. It should also use colours that evoke either calmness or anxiety depending on the phase of the game.


While things start peaceful and serene, as the user loses control of the game the mood becomes dark and sinister. Their inability to keep their diet in check (because of course they can't meet these unrealistic standards) causes the game to switch from a helpful, reassuring voice into one more menacing.


Think HAL if his goal was to help you get a "summer bikini body" instead of taking over a space craft.

The game should look like a modern diet app. Minimalist, light design with an airy feeling. It should also use colours that evoke either calmness or anxiety depending on the phase of the game.


While things start peaceful and serene, as the user loses control of the game the mood becomes dark and sinister. Their inability to keep their diet in check (because of course they can't meet these unrealistic standards) causes the game to switch from a helpful, reassuring voice into one more menacing.


Think HAL if his goal was to help you get a "summer bikini body" instead of taking over a space craft.

PROTOTYPE 01

PROTOTYPE 01

PROTOTYPE 01

My first prototype was a rough sketch in Twine. It walked through a player earning the first skill of the game (working out).


I realized I could use the player’s trust in the narrator to dial back some of the early manipulation. This would allow the game’s metaphor to emerge subtly over time as opposed to being too overt and heavy-handed.


This was an important revelation because I did not want the game to feel preachy. My user tests confirmed my suspicion I was heading too much in that direction and that I needed to trust that player’s would figure out my message.

My first prototype was a rough sketch in Twine. It walked through a player earning the first skill of the game (working out).


I realized I could use the player’s trust in the narrator to dial back some of the early manipulation. This would allow the game’s metaphor to emerge subtly over time as opposed to being too overt and heavy-handed.


This was an important revelation because I did not want the game to feel preachy. My user tests confirmed my suspicion I was heading too much in that direction and that I needed to trust that player’s would figure out my message.

PROTOTYPE 02

PROTOTYPE 02

PROTOTYPE 02

My second prototype was also in Twine. It added key ideas from my first round of user testing and refined the narrator’s voice.


Users felt the game’s voice was not too heavy handed this time around.  This user test also helped me conceptualize ideas for the mini-games that would appear.

My second prototype was also in Twine. It added key ideas from my first round of user testing and refined the narrator’s voice.


Users felt the game’s voice was not too heavy handed this time around.  This user test also helped me conceptualize ideas for the mini-games that would appear.

PROTOTYPE 03

PROTOTYPE 03

PROTOTYPE 03

The final prototype was created in Figma to test visual design, animations, and UI.


I only developed the initial onboarding of the game for my final prototype. The goal of this project was to get the general idea for the game across, like a pitch package.

The final prototype was created in Figma to test visual design, animations, and UI.


I only developed the initial onboarding of the game for my final prototype. The goal of this project was to get the general idea for the game across, like a pitch package.

Client


Instructor


Design

Client


Instructor


Design

Emily Carr University of Art and Design


Joyce Lam


Jessica Wynn Cole

Emily Carr University of Art and Design


Joyce Lam


Jessica Wynn Cole