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Final Product

As mentioned before when referring to Tangential learning. The idea is to use a familiar theme, narrative or mechanics. This resulted in a game that mechanically was very similar to Hitman Sniper when played. Yet, the narrative and theme were different. This is due the subject matter at hand. The aforementioned topics of Capsule Endoscopy, Bowel Cancer and Crohn’s Disease requires a theme and narrative that fits and helps in the propagation of the educational content. 


This resulted in a game that is a shooter on rails, wherein the user is introduced to a narrative wherein a patient goes to see a doctor about his bowel problems. A comic strip is used at this point to introduce this narrative. The art style used in the narrative was carefully chosen to be appealing to aforementioned target audiences. Now, continuing with the narrative, the doctor recommends an endoscopy. To which the patient reacts by being anxious and scared. This part will be relatable to most users of the target audience who read things online and are worried by the idea of the process. But then the doctor introduces the patient to the idea of Capsule Endoscopy. After the explanation from the doctor, the patient is now calm and ready to use Capsule Endoscopy. This part of the narrative is used to show the user, the merits of Capsule Endoscopy over the normal one. 

 

The user is a character in the background, using the scientific instruments to control the pill’s movements and other actions. These actions include some of the more gamified elements.

Initial Research
During my research project “The Big Five”, I came across a method that is widely adapted by the scientific community. This method is referred to as the scientific method. 
This method involves honing in on the problem, doing research and finding the best practices in the industry, generate hypothesis and arguments for the solution, test it in-game, open the solution up for scrutiny by peers, and then implement or iterate. This resulted in solutions that were creative yet practical, and kept me aware of the bottom-line in each instance. Also, due to the organised nature of this process saved a lot of time during the initial conceptualisation and planning process.


Furthermore, this method spurred me on towards the most beautiful way of learning I’ve come across in my research. It’s called “Tangential Learning”. Tangential learning is a method of propagating knowledge wherein, the user is exposed to a video game theme, narrative or mechanics which are extremely familiar to play and then use that setting as an educational content delivery system. 

The Solution and The Reasoning

The Scientific Method

Intestonauts

Roles: Lead Game Design, UX Design, Prototyping and Scripting

"Achieved a letter of support from the Dundee Science Centre and a future public engagement opportunity​ as part of an special exhibit."

The Challenge

Design a game that is fun for the target audience of ages 12-14 and at the same time deliver the educational content on the topics of Capsule Endoscopy, Bowel Cancer and Crohn’s Disease. The game will be played on an Android Tablet at a public venue such as conventions and museums.

Time to break it down (Inner Monologue Time)

  • Educational game that is fun enough to be appealing to the ages of 12-14

  • Deliver the educational content while playing a game

  • Introduce more optional education content. This should be non-invasive to the primary experience of play.

  • Make topics such as Capsule Endoscopy, Bowel Cancer and Crohn’s Disease palatable for the target audience.

  • Considering the proposed choice of venues, the maximum playtime for each user would be around 4-5 minutes. This window of time should be cautiously used to propagate information and at the same time take precautions to not overload the user with too much information.

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Case Study

Now, the two most highly played shooters on the android store are Dead Trigger 2 and Hitman Sniper. So, when you break it down, Dead Trigger 2 is a first-person shooter with lot of 3D dimensional movement of the user in the game. While, Hitman Sniper is a “Shooter on rails”. This basically means that the user remains static in the game and shoots down the targets when assigned.


They are both great options. But, in order to use them as a skeleton for the purpose of tangential learning with the added problems mentioned above under “The Challenge” a lot more research is needed.


This research led me to a conclusion that both games fit well with most of the aforementioned challenges. But the game Dead Trigger 2, requires the user to be heavily invested for the period of more than 10 minutes. Which is more than the available window of time (4-5 minutes). While in Hitman Sniper, the average playtime for a single mission is 3 minutes. Therefore, Hitman Sniper was the best option to be used a base.
 

The Features
 

Setting The Narrative

This part, while setting the story up, talks about different symptoms of Bowel Cancer and Crohn's Disease, and talks about the merits of Capsule Endoscopy over the regular one.

Scanning

Shows off the multi-modal imaging capabilities of the Capsule during an Endoscopy. This part also educates the user about the Capsule's capabilities while being part of the play.

Pathology Report

An abstract-gamified version of an actual pathology report. This part tells the player about the medical process of obtaining a diagnosis and talks about the internal symptoms of Crohn's Disease and Bowel Cancer.

Chemo-Laser

A gamified representation of the Immunostimulating Interstitial Laser Thermotherapy.  The user while playing this part, learns about this particular way of treatment.

Navigation Map

The user uses this menu in order to traverse through the different areas of the GI Tract. While using this menu, the user, inveradently memorises the anatomy of the GI Tract due to constant re-use of this menu.

Score

The score is an element that while at face value gives you a standard three star score base present in a lot casual games. But the score accumulates due to the right use of treatment methods, quiz, accuracy and time. Therefore, In a way its a simple quiz that plays like a fun and engaging shooter.

Anti-Inflammatory Torpedo

A gamified version of the treatment prescribed to a patient suffering from Crohn's Disease. This part is not only fun and engaging but at the same time educates the user about a method of treatment for the Crohn's Disease.

Metabolically Active Areas

While using Immunostimulating Interstitial Laser Thermotherapy or Chemo- Laser, the user learns that during this treatment, metabolically active areas are targeted.

Quiz

This part of the game occurs after every cluster of three areas. It is used as way to revise what the player has learned during that particular cluster. This ensurers that the users walk away learning at least enough to create a spark of curiosity in them.

In Game Snippets of Information

These information are akin to a set of fun facts that are very easy to remember. Some of the questions during the quiz are based on these. So the user, if recives  three stars, then the knowledge of propagated in these fun facts have been retained.

Encyclopaedia

This part of the UX is optional. It is for those users who have hunger to learn more. For these, users the information is easily accessible in the pause menu. Here the educational material is explained in detail.

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