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Data Analysis, Interpretation,
and Presentation

This week's assignment was to upload all raw data that we collected from the last week, such as interview transcripts, video / audio recordings. 

[Interview]

01

Raw data

[FGI Transcript]

FGI Transcript in pdf. file

Clova Note Link : https://clovanote.naver.com/s/eaF3fQM7mMXss

Password: x4yvys

[FGI Video Recording]

Coding

Open Coding, Axial Coding, Selective Coding

Conclusion

Game

  1. Graphics, concept, atmosphere, and relative quests are important

  2. Messages should be delivered to the audience in a careful and natural way

  3. Instagram method will be effective for short game

Domestic Violence

  1. The frequency of encountering neighbors or children varied depending on the residential area

  2. Interactions with neighbors also varied by region

  3. Everyone has had direct or indirect experience with domestic violence cases

  4. While having the desire to help a child in crisis, one may hesitate due to not knowing the appropriate way to do so

  5. While there are many contents that deal with domestic violence, there are few that provide practical ways to help or escape from it

02

Questionnaires

We have conducted a survey regarding 20-30 years old people’s recognition and experience on interactive serious games.

70 responses were collected through Google Forms.​

[A screenshot of the survey we have conducted: https://forms.gle/gVDWe3ueZiPHUWKg7]

In case the respondents are not familiar with terms like 'interactive contents' and 'serious games', we have included basic explanations of the terms and images of a sample game. 

Result

Most of our respondents were 20-30 years old, consisted 71.4% of women and 28.6% of men. 54.3% of our respondents did not have experience in participating in interactive serious game contents, and 45.7% of our respondents had experience in participating in interactive serious game contents.

For those who have experience in playing the game, we have asked them (1) the reason or motivation to playing the game, (2) if they played the game until the end, what was the reason for doing so, (3) if they did not play the game until the end, what was the reason for doing so, and (4) what were some entertaining factors while playing the game.

(1) Reasons/Motivations for playing the game

1. The topic of the game seemed interesting / I felt like playing the game after encountering the result page shared at other people's SNS: 68.8%

2. The visual factors of the game like illustrations and character design was interesting: 28.1%

3. Recommendations from others: 21.9%

(2) The reason for playing the game until the end

1. Curious about my result: 81.3%

2. Immersive storyline: 43.8%

3. The game was entertaining: 25%

(3) The reason for NOT playing the game until the end

0. I played the game until the end: 46.9% (meaning that most users do not quit playing the game once they begin playing it)

1. The storyline was not immersive enough: 25%

2. The game was boring / Not being interested in the result anymore: 15.6%

(4) Entertaining factors of the game

1. The story based on my selection (선택형 게임 진행 방식): 78.1%

2. Appealing visual aspects (Illustrations etc.): 56.3%

3. Different options of result pages: 46.9%

We also asked them questions regarding the learning experience after playing the game.

The questions were: (5) How beneficial was the game for gaining knowledge on the related field?, (6) Did your awareness regarding the addressed social issue enhance?, and (7) How much new information were you exposed to when playing the game?

These three questions were designed in likert scale, so that the respondents could rate their experience through measurable units.

(5) How beneficial was the game for gaining knowledge on the related field?

1 - 0%

2 - 18.8%

3 - 40.6%

4 - 34.4%

5 - 6.3%

(6) Did your awareness regarding the addressed social issue enhance?

1 - 6.3%

2 - 18.8%

3 - 18.8%

4 - 34.4%

5 - 21.9%

(7) How much new information were you exposed to when playing the game?

1 - 3.1%

2 - 15.6%

3 - 28.1%

4 - 50%

5 - 3.1%

For those who don't have experience in playing the game, we have asked them (1) the reason for not playing the game, (2) if they have seen any 'interactive games' on SNS, (3) if they would play the game if their participation to the game can help our society.

(1) Reasons for NOT playing the game

1. Was not aware of its existence: 81.6%

(2) Encounter experience of interactive games

1. No: 76.3%

2. Yes: 23.7%

(3) Willingness to play the game if it is beneficial for the society

1. Yes: 89.5%

2. No: 10.5%

We also collected opinions from all our respondents, regardless of their experience of the game, and asked them what factors should be added or modified in order to increase people's participation of the game.

[A screenshot of the survey we have conducted: https://forms.gle/gVDWe3ueZiPHUWKg7]

Coding

Open Coding, Axial Coding, Selective Coding

1) Open Coding

Data Coding-5.jpg

2) Axial Coding

3) Selective Coding

Conclusion

Visual Aspects

- Attractive character design

- Visually appealing illustrations, good quality of design

- Eye-catching copy on the title

Contents & Storyline

- Well-made storyline

- More educative and entertaining content, draw self-reflection

- Trendy, interesting topics

- Unexpected, brand new information. Fact based, reliable information (with citation or direct link to the source)

- Short playtime

Result Page

- Detailed and persuasive results, sharable features (MBTI aspects)

- Simple and cute layout / Unification in design, and minimal variations upon its colors etc.

- Credibility of the Social Role of the Game: A copy that notifies the users of what kind of social mission they have contributed to through the game / Visualization of users' contribution

UX

- Easy-to-solve, simple UX

Game

- Entertaining game atmosphere, the game itself must be entertaining (do not prefer games that are too easy)

- Level system, ranking system in the game

- Diversity in the kind of games (puzzle, quiz, etc.)

- User motivations: Advantage, compensation

- Diversity in choices and endings

Marketing Strategy

- Collaboration with celebrities/game corporations

- Inviting friends

- SNS promotion

03

Raw Data

[Diary Research]

Diary Questions

4 P.M. 오후 4시

  1. (If you're outside) Please describe your surroundings.
    (외부에 있다면) 주변 상황을 묘사해 주세요.

  2. (If inside) Please describe the situation outside the window.
    (내부에 있다면) 창 밖 상황을 묘사해 주세요.

11 P.M. 오후 11시

  1. What did you hear from the next door today?
    오늘 옆집에서는 어떤 소리가 들렸나요?

  2. Were there any people standing out among those you saw today?
    오늘 본 사람들 중 눈에 띄는 사람이 있었나요?

  3. Do you remember any of the posts, banners, flyers, etc. you saw today?
    오늘 본 게시글, 현수막, 전단지 등 중에서 기억나는 요소가 있나요?

Diary Responses

[Participants]

1. 김근희

2. Seunghyeon Choi

3. Sakong June

4. 도지환

5. Young Our

Diary research - Diaries

Coding

Open Coding

Coding-3.jpg

Axial Coding

Coding - Diary Study-2.jpg
Coding - Diary Study-5.jpg

Selective Coding

Conclusion

Objects/Images

  1. Most of the participants recalled objects and images they saw and felt during the day

  2. Images not related to people were more than the ones related to people.

  3. People recognized color more than text.

Non-Interactive Situation

  1. Many of the participants did not give much care to their interest or the situation was not provided for them to do so.

Daily Interaction

  1. Many of the participants recalled daily noises or actions of them and their surroundings.

  2. People notice changes in their daily environment, acquaintance very well.

Negative Interaction

1. Many of the participants recalled negative interactions too. However, there was no participant who precisely recalled positive interactive

Personal Interest

1. Many of the participants showed good memory of the elements that had factors they personally had interest in.

Let's Talk

Any Inquires?

Thanks for submitting! 🙏

2023-1
Interaction Design

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