As I progressed through the development of my portfolio game, I aimed to make the experience more user-friendly. This required feedback from my target audience and applying iterative improvements based on testing sessions.
The game featured an interactive book mechanic where players could view learning outcomes. It started with a startup animation and books that opened individually. I sent the first draft of the website to be tested by fellow students and that uncovered bugs such as:
Dirk reviewed the updated version and gave feedback:
Designed a start-up instructions menu that appears before gameplay: explained core controls like movement and sprint. To instruct users of the controls of the game.
Paul user-tested the new updated iteration, implemented with Dirk's feedback, his feedback:
I returned with the updated iteration to Paul, and the issues were resolved with no more issues arising
This process highlighted the critical importance of multiple validation rounds. Each revealed insights I wouldn’t have caught alone. Iterating between rounds gave space to fix bugs and refine the user experience. Without external feedback, oversights like confusing prompts or animation bugs would have stayed in the final product.
For our first group project, we were assigned to work with a real client: Oscar from “Osfast.” After a short presentation about his work, Oscar provided a brand overview, slides, and a link to his current website. From there, our group began gathering data and discussing how to visually strengthen his brand identity. Oscar was open to questions and allowed us to explore potential improvements based on our own research and expertise.
After our first sprint and discussion with the client, we developed a brand guide outlining logo usage, color palette, and visual identity. The first draft was colorful and vibrant using the brand color palette.
After completing the first draft of the Osfast brand guide, I reviewed it with Fahri and brought it to Chris, our design expert, for feedback:
We returned back to Chris after applying the changes and the rule, he complimented how much easier and less strain there was on the eyes. Thus it was approved.
I learned that feedback from a non-client expert is valuable — Oscar liked the original version, but he wasn’t the target audience. This emphasized the role of design rules and external perspective in brand work. In future branding work, I’ll involve multiple layers of feedback before finalizing.
After gathering research data, and user feedback on some concept designs that we would follow, I would be tasked by tackling the about us and program pages for the Belco Alliance prototype. I aimed for consistency within the group’s designs while improving the overall layout through group feedback.
I would show the work I did back to my group-mates and would receive feedback on:
This process taught me the importance of structured iteration based on focused feedback. I also realized how valuable external perspectives could be. While group feedback helped shape the core design, getting input from outside the team would have expanded our view of the target audience’s needs. If I were to redo the project, I’d advocate for earlier external validation — particularly from users unfamiliar with the project — to help guide layout decisions more effectively and appeal to the target audience.
Realizing my portfolio game couldn’t be finished in time, I pivoted to making a well-planned portfolio website. Unlike past efforts, I decided to research and prototype it first and validate each stage with feedback from Dirk.
Dirk approved of the changes done but has brought up more feedback:
To validate my work I would have Chris go through my designs, he approved of the changes that were made following Dirk's feedback.
This project let me apply all previous lessons in design, iteration, and feedback handling. Instead of rushing through like I did with the game, I researched, planned, and iterated early — and the result is significantly better structured.