Odd One Out, a gamified mobile experience targeted at older adults focusing on their cognitive needs.

Game design, UI & UX design, concept design

My role in the Project:

App design, visual design, prototyping (Axure)

Desk research, field research, expert interviews, focus group, surveys

A prototype from Extra Nice asking for in-depth research and a fitting concept for their product.

The project became available through a Leeuwarden-based company called Extra Nice. The company offered a simple prototype that could simulate the odd-one-out concept. They were eager to find someone who could research the target audience extensively, and their second goal was to have a suitable concept built around their prototype, considered a finished game. 

Tackling one of the most feared societal problems, relatively forgotten by both physical digital practices.

Cognitive decline has a tremendous impact on aging society, diminishing quality of life, restricting functional independence, and emotionally hurting the lives of loved ones. Cognitive decline is a distinguishing feature of Alzheimer's disease and other dementias, and it frequently precedes their onset. The deterioration of one's cognitive abilities can differ across older adults, with some remaining capable at certain ages, while others may experience cognitive ineffectiveness earlier and more severely.

An opportunity to employ gamification with the goal of aiding cognitive deterioration.

Older individuals are playing games and this positively influences their life, some of which will help, stimulate, and train them cognitively and physically. More precisely, there is an unoccupied area in the gaming sector, and regarding the field research, there is an opportunity to employ gamification which older adults may profit from by playing on digital devices.

63%

Target audience uses digital devices e.g. smartphone, computer, and tablet.

81%

Target audience involved with gaming at least an hour a day.

Co-created concept with the audience, including informative elements, challenge and fun!

Within Odd One Out, players must decide which object differs from the others regarding its meanings, colors, and shapes. After finishing each level, players earn a stamp of the icon they found during the gameplay. These stamps are then collected within the trophy showcase, where players are provided with factual information about the objects.

Design cycle to maximize productivity and achieve substantial results.

During the development of Odd One Out, stages of the design cycle were used actively to achieve greater results. Each stage had its methodological practices taken from CMD Methods. Planning was done, and deadlines were decided jointly with the company where each stage played a significant role during the development.

A strong emphasis on the prototype phase, presenting numerous low-fidelity versions to enhance idea development!

Throughout the prototyping phase, each step was covered extensively in order to have concrete and fitting elements within the MVP. These steps were consistently shared and discussed with the main stakeholders for initial updates and feedback. Low and high fidelity versions of the product brought much interest from the target audience and the designed elements were utilized in surveys/interviews to improve the overall concept.

Various different testing and improvement sessions to successfully reach to the final version of the product!

The MVP is used as a significant tool to research the UX side of the product. The final push of the project needed extensive care. Multiple playtesting sessions were conducted with the audience while using thinking aloud, observation, survey, and usability testing practices were utilized from CMD methods. Each approach gave a different perspective about the MVP and the improvements were made in order to maximize the effect and efficiency of the final product.

Vibrant Menu + Mascot Integration

Simplified Onboarding Experience

Locked Icons - Taste of progression

Locked Facts - Taste of Progression