Minor Project

20/09/2025 - 29/12/2025  (Week 1 –  Week 14)


Katherine Alexandra Sutanto / 0373585

Minor Project / Creative Media / School of Design 

Semester 3


TABLE OF CONTENTS

1. Instructions

2. Task

3. Feedback

4. Reflection


INSTRUCTIONS






LECTURE




Week 1-2 

In the first week, Dr. Wong was unable to teach the class, and a substitute lecturer conducted the session instead. During this class, we were asked to form groups for our minor project. The substitute lecturer also informed us that information about the available project topics would be provided later.

In Week 2, on 29th September, we were given the opportunity to choose a project topic for the rest of the semetser. After discussion, we decided to choose Patient Transfer was our topic.




Fig 1.2 Client Project Brief

Week 3 (6/10/2025)

In Week 3, we had a meeting with our client, Dr. Chong. After the class, our group immediately gathered to brainstorm possible project topics. To reach a consensus, we conducted a vote within our WhatsApp group to select the topic we would pursue.


Fig 2.1 Meeting the client Dr.Chong

Once the topic was decided, we started working on our presentation slides and allocated specific slides to each group member. Following this, we had a short discussion to determine the types of questions we would prepare for the upcoming interviews.





Week 4 (13/10/2025)

During Week 4, we started formulating the interview questions for our research. We initially developed ten draft questions, which were still in an early and unrefined stage. After completing the drafts, we requested feedback on our FigJam board.


From the feedback received, we recognized several aspects that needed revision. Consequently, we arranged a meeting on 16 October to further review and improve our FigJam content. Following this, we consulted again regarding the interview questions to ensure they were suitable before moving forward.




Week 5 (13/10/2025)

In Week 5, we reviewed and improved our interview questions to identify those that were most relevant while removing less necessary ones. At the same time, we finalized the structure of our interview transcripts and moved forward with conducting the interviews.



Week 6 (27/10/2025)

In Week 6, our class was conducted online. After the session, we went through the consent form shared by Dr. Wong and made necessary revisions to our interview transcripts before uploading them to FigJam. The next day, we reassigned tasks among group members to further improve our FigJam board, incorporating Dr. Wong’s feedback in preparation for submission.

Week 7 (3/11/2025)

In Week 7, I reminded my group members to submit the interview audio recordings and consent forms. During our minor project class, Dr. Wong taught us how to generate ideas for the project and introduced the Crazy 8 method. Using this method, we were required to develop eight different ideas for our period stigma project.


Fig 5.1 Crazy 8 Idea

Following this, I organized a meeting on 10 November to further discuss and refine our ideas in greater detail.

Week 8 (10/11/2025)

In Week 8, we organized a meeting on Thursday to review our FigJam, as several group members encountered challenges in understanding and developing the user journey map. During this session, we analyzed our Crazy 8 ideas in detail to determine which approaches were most suitable for our topic.



We also discussed the upcoming presentation scheduled for 17 November and assigned specific slides to each group member. Lastly, we conducted a voting process to shortlist the top three ideas from our Crazy 8 concepts.

Week 9 (17/11/2025)


In Week 9, our group selected the top three concepts to be presented to Dr. Wong and Dr. Chong for consideration. After reaching a decision through discussion and voting, I arranged a meeting to further refine the proposed project ideas. During this session, we also continued working on our Canva designs and FigJam board to maintain steady progress on the project.


Fig 7.1 Voting for Ideation


Fig 7.2 Meeting

Week 10 (17/11/2025)


Week 11 (1/12/2025)

In Week 11, we started the digital development of our prototype. Lilin and I worked on creating a reference board, with my role focused on defining the appropriate dimensions. Meanwhile, another teammate, Monday, handled the digitization of the cards into visual assets. After completing this stage, we applied color and conducted a review to check for any missing components and to ensure the prototype was fully developed.


Fig 8.1 Board for references


Fig 8.2 Myth vs fact and question card design

Week 12 (8/12/2025)

In Week 12, we finalized the designs for all the materials required for our board game and moved forward with the printing process. We also reviewed each group member’s schedule to decide who would be responsible for managing the booth at specific times.

On Saturday, we held another in-person meeting to complete the cutouts and other manual preparations. In addition, we purchased the prizes for the booth activities.


Week 13 (15/12/2025)

In Week 13, we focused on preparing for the final prototype testing at our booth. Before the event, we developed pre-game and post-game surveys to collect participant feedback. We also designed a digital poster for Instagram promotion and printed physical copies to display at the booth.


Fig 9.1 Digital Poster 

Day 1: On the first day of the booth opening, we received a strong turnout, with 25 participants taking part in our activities. Several of our friends also visited the booth to experience the game. This session provided us with meaningful insights into user engagement and usability, as we were able to observe how participants interacted with the prototype and identify potential areas for improvement.


Fig 9.2 Booth Day 1

Day 2: On the second day, our booth was visited by Dr. Wong and Dr. Noor from the EPIL Lab. The activities ran smoothly according to plan, allowing us to complete the remaining prototype testing and collect additional feedback to evaluate the effectiveness of our project.


Fig 9.3 Booth Day 2

Day 3: We decided to close the booth earlier than planned as we had successfully achieved our target outcomes. From my perspective, the experience was enjoyable though physically demanding. It was a rewarding opportunity to engage with many participants, raise awareness about our topic, and create a fun and meaningful learning experience through our project.


Fig 9.4 Booth Day 3


Week 14 (22/12/2025)

CHRISTMAS HOLIDAY-WEEK 15



Week 15 (29/12/2025)

In Week 15, we held our final meeting in preparation for the project’s final presentation. As a result, our presentation proceeded smoothly and successfully. Overall, it can be said that we were able to carry out the EPIL program project effectively. Despite encountering several challenges along the way, we managed to complete the project successfully and achieve our goals.


Fig 10.1 Final Presentation


Fig 10.2 Final Presentation





REFLECTION

Experience

This project was an engaging and meaningful experience, as it was my first time working on a project of this scale and structure. While the process was enjoyable, it was also challenging, particularly in managing time, coordinating schedules, and handling group responsibilities. Similar to many group projects, frequent discussions were required, and there were moments of miscommunication and differing opinions. Despite these challenges, the collaborative process allowed us to learn how to work through conflicts and adapt to changing situations while maintaining progress toward our goals.

Observation

Throughout the project, I observed various aspects of teamwork and user engagement that were valuable to the learning process. By interacting with participants during interviews and booth testing, I was able to observe how people responded to the topic of period poverty and how they engaged with our prototype. Additionally, observing feedback from our client and lecturers provided insight into professional expectations and project development standards. These observations helped me better understand the importance of clear communication, participant involvement, and iterative improvement.

Findings

From this experience, I gained significant insights into effective teamwork and the effort required to address a sensitive social issue such as period poverty. I learned that successful collaboration requires patience, responsibility, and consistent communication among team members. The project also demonstrated the importance of perseverance and adaptability when facing obstacles. Overall, this experience motivated me to work more proactively in group settings and reinforced the value of collective effort in achieving meaningful and impactful outcomes.





REFLECTION

Observation
This project started because I realized how important a game's art style is to its overall look and feel, and how people recognize it. I noticed that visuals are often the first thing players see, shaping their initial thoughts and how much they get into the game. The main issue was clear: if a game's art style isn't done well or doesn't match the game itself, it can really hurt how players feel about it and even confuse them if the marketing looks different. This showed me that having a clear and consistent art style from the start is super important for any game.

Findings
My research clearly showed some key things, both from what I read and from my survey. Other experts' writings helped me understand the difference between just drawing game art and actually designing the visuals in a smart way. They also showed how art styles have changed over time and how they need to fit the game's story.

Experiences
Working on this research taught me a lot about how visuals, design, and even how a game sells itself all fit together. I realized that making a "good" art style isn't just about what looks pretty. It's about making smart design choices that communicate clearly, help players feel something, and build a strong brand that people remember. Going through this whole process, from reading up on the topic to getting real opinions from gamers, showed me that art style isn't just a small detail in games. It's a powerful tool that helps tell a story, builds a recognizable brand, and truly connects with the audience.


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