Deep Dive - The Lost Magic of Dagon
The Lost Magic of Dagon is an occupational therapy game for children with Cerebral Palsy (CP). These children must exercise their hands routinely to improve their ability of performing everyday tasks like buttoning their clothes or using cutlery.
This computer-based video game encourages the child to perform common hand movements in the real world, it then tracks their hand movements via a lidar-based motion sensor attached to their computer and translates them into magical tasks that happen in the magical world of Dagon, an imaginary world of lost magic, where children play as the hero who is on a mission to restore it.
Our goal was to design an intervention for aiding in physical therapy for children with upper motor-neuron or movement disorder that is common with Cerebral Palsy (CP). This design intervention that makes use of game play mechanics that will provide data & insights that form part of the research into a greater study aimed to provide evidence that self-adapting play complexity provided by a smart toy can create adherence to physical therapy at home for children with CP.
We begin to explore the problem space by reading a briefing document based on a canvassing session that briefly delves into the field of smart toys for children with disabilities and also with a base explanation of the end user. We do a full reading and discover a full set of questions surrounding it outlined in this
We use the Ideo method of framing the design challenge to explore the diverse subject of Cerebral Palsy.
We start by conducting a literature review covering the topics of Cerebral Palsy, Smart toys for children with disabilities, some stakeholder research and we look for any evidence of the effectiveness of these existing toys to our target user.
We find that whilst there was a lot of literature available regarding supporting children with both physical and intellectual learning, there was less knowledge available specifically related to the link between CP and and learning, apart from perhaps a couple of key research papers.
Our desk research also discovered some knowledge in the form of videos that prove pivotal in the development of our solution given that due to covid restrictions. They allowed us to gain genuine empathy through watching their experiences and listening to them answering the interview questions posed to them. Usability testing was not possible.
We develop a full picture of primary and secondary stakeholders are to determine their level of involvement and importance to the solution generated.
Part of our multi-pronged approach was to use another generative technique to develop empathy for our end user was through performing a cultural design probe.
We designed and conducted 2 cultural probes to try to develop greater empathy with our target user. Recruitment of appropriate candidates for our research proved challenging as children with CP were not available to us, so we went to a local park and asked children aged 8-12 to participate in a drawing exercise. We would then interview them, asking about what they drew.
The second cultural probe would explore gameplay mechanics and aesthetics to discover what would be considered fun and a free exploration of hand movements performed.
The activity involved finding out what children that age are interested in, without necessarily resorting to referencing known cultural artefacts, as well as tapping their creativity and imaginations to discover new themes. We would then ask them about what they drew, performing the "5 whys" technique to try discover what might be at the core of their answers.
With each response they provided, we would futher ask them about why they provided those additional explanations and then continue this process until we get at the core of their reasoning and motivations and feelings.
We collected a raft of smart toys currently available on the market that would be relevant to out target group. We assessed and evaluated what was currently available. Competitive analysis evaluating the current state of the market of smart toys for children with learning or physical disabilities
We conducted interviews with more of our target users and stakeholders. We managed to find some adults with CP to be able to interview them as well as children without CP to discover what their interests in toys were. These interviews were done online and recorded and transcribed.
We generate an affinity diagram to try to gain insights on common themes surrounding the subject.
From our exploration, we generate another affinity diagram that begins to reveal common themes for what might be the design challenge.
We generate empathy maps to understand the users needs.
From this research surrounding the users, an emotional need arose. Children with Cerebral Palsy desire social belonging, but their therapy exercises can make them feel disconnected from this. The responses of children and their parents were similar: they like video games that tell a story, building, fighting, fantasies, and mainly – magic.
As Vesper, they perform magic such as turning a crystal ball or placing magic gems, which engage hand movements that are the core of their therapy.
Our literature review allowed us to provide this summary of our target user:
Cerebral Palsy is the most common motor disability in children, causing stiff muscles in their hands. It is difficult for them to perform everyday tasks, like cutting food or buttoning their clothes. To get better at these things, they need to exercise these movements with occupational therapy, but current therapy solutions are boring and tedious for them.
Combining our findings from our affinity diagram, we develop a "How Might We" (HMW) question and subsequently generate a solution statement.
HMW promote independence in everyday tasks, enhances self-esteem, and empower belonging with peers for children aged 8-12 with Cerebral Palsy levels I & II?
Once we've define the challenge, we then prepared a solution statement that might address the problem.
By creating an adaptive smart toy that inspires them to increase the use of their spastic hand through intrinsically motivated play.
When testing with the target age group, it was found that the LEAP Motion was easy to master, the game was understandable, and that the children were delighted by interacting with their hands. Besides their love for magic, children learn through games and are motivated by winning them, and a quest-based format helps inspire replay value.
Through this process we are able to evaluate the technological options and assess each individual strengths and weaknesses. And from this we rate these options according to suitability to the task of sensing the various required hand movements.
We were also able to evaluate potential game/smart toy concepts and assessed each individual strengths and weaknesses and measured against suitability to task such as how it promotes independance or how it helps them to perform every day tasks. We then scored and rated these options based on the suitability factors.
We decide to focus to empower the children’s hands through therapy and we begin to ideate and paper prototype solutions of how we might do that.
I also implemented rapid prototyped some of the technical solutions in order to evaluate them, such as with teachable machine and camera detection to try to recognise hand movements.
We sent through several rounds of ideation and evaluation of our ideas for the game, using paper prototypes and rough sketching.
The exact hand movements of the children are captured with LEAP Motion, a hand-tracking device, which is scientifically proven to be effective in therapy for Cerebral Palsy. Using the Unity game engine, the team translated these hand movements into in-game mechanics.
My colleagues focused primarily on the game story development using popular gaming tropes. We decided that we would have a main protagonist for our target audience to be able to empathise with. We avoided including a game villain to limit the sense of peril and traumatic experiences for a young audience. Our early interviews with parents of children with CP indicated that some of the games introduced some anxiety to their child, and so it was important that we avoided points of conflict entirely.
We create "The Lost Magic of Dagon". Dagon is a fantasy world that lost its magic due to a dark wind. With a stimulating low poly game aesthetic, it encourages play and exploration. The children play as the hero, Vesper, who must cast spells to restore the lost magic of the village.
My colleagues primarily focused on generating the games visual aesthetic and art direction. We decided that a low polygon aesthetic was quite popular as well as being less technical and time consuming to be able to implement. My colleague created our game protagonist Vesper and rendered a 3d model of vesper to place in the game.
The game character was design using blender with skeletal structure integrated.
We designed game interfaces based on common game interface conventions we had learned.
We learned to understand the core components to game design and this includes learning about the MDA principle of game design - Mechanics, Dynamics & Aesthetics. That we applied for the game logic.
I developed the prototype using a prefab game with a low poly aesthetic and implemented the Leap Motion SDK to the build. This was to establish if the gameplay mechanic and aesthetics would work with our concept.
In prototyping with the Leap Motion SDK, we discovered that it did track hand motion to a level that was adequate to detect when hand movements like dorsal flextion. The various hand grips like ball grip were also readily detected.
Me and my colleague designed maps for the game based on modifying more pre-fab game assets that we were able to purchase or download for free, as well as learning the native terrain mapping tools.
I initially attempted to learn to script the game code with C#, Unity game engines native game programming language. But to learn C# to be able to develop the game in the timescale we had to work to (3 weeks) proved too much of an ask. Thankfully, there was an alternative to implementing game logic in the form of the build in visual scripting programming language called Bolt.
Game logic applied via Unity engined build-in Bolt visual programming language
Source code versioning control is managed via plastic SCM.
We develop UX test journey profiles for each candidate we tested. This evaluates in real-time, their experience and maps how they felt and what they thought throughout the experience. From this we also generated a lot of notes on improvements for the next phase of testing.
Sample user journey maps and key insights gather for further development and testing
For the next phase of testing, we managed to roll in a lot of the suggested improvements from Phase 1 and 2. As previously established, we weren't able to test directly on children with CP due to restrictions caused by the Covid-19 pandemic. We were however able to test on children in the same age group. We decided that children without CP were a reasonable alternative because children with CP have the same level of intellectual development as children without. And so we could test if the game would be fun for both.
After the test with Children without CP, we were again able to collect many more notes and suggested improvements that we would be able to roll in our learnings for a next test phase.
Documentation for the game is provided in the form the Process Documentation where I aid in writing the Case Study as well as provide designs for the Service Design Blueprints.I write all of the Product Documentation in the form of a Game Design Document (GDD). The GDD outlines all aspects of the technical development of the game from System documentation and to User Documentation.
I perform some elements of Service Design by designing Service Design Blueprints for the Game.
You can find out more about the project on the Amsterdam University of Applied Science website The Lost Magic of Dagon case study.