Volvo Ocean Race Game
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Introduction
Brief: Create a Flash-based drag-and-drop game to teach young adults about racing yachts.
Challenge: Make competitive sailing fun and accessible for a younger audience.
Goals: Boost engagement and knowledge as part of the Volvo Ocean Race’s Galway Stop-over Legacy Initiative.
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Discovery Phase
Stakeholder interviews with Volvo Ocean Race organizers and educators.
Business requirements: Support the Ocean Adventure Schools Programme, align with event branding.
User needs: Simple, interactive learning for students new to sailing.
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Problem Framing
Problem statement: Sailing is complex; young people find it hard to relate to or understand.
Success criteria: Kids can play, learn yacht features, and finish the game with a smile.
Constraints: Must work in Flash, run on school computers, and be playable in short sessions.
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User Research
User interviews: Talked to teachers and students about digital games in the classroom.
Competitive analysis: Reviewed other educational games for engagement tactics.
Market research: Found that drag-and-drop mechanics are intuitive for the target age group.
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Synthesis
Personas: Middle school students with little sailing experience, teachers looking for engaging lessons.
Journey mapping: From game launch to learning yacht features and completing the activity.
Key insights: Visual feedback and instant rewards keep kids motivated.
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Solution Development
Information architecture: Simple flow—intro, drag-and-drop, feedback, completion.
Wireframes & prototypes: Early paper sketches, then Flash mockups.
Visual design: Bright, sporty, and on-brand with Volvo Ocean Race.
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Testing
Usability testing: Ran play sessions in classrooms; watched for confusion or frustration.
User feedback: Tweaked drag targets and reward animations based on student reactions.
Iterations: Polished visuals and improved feedback for correct/incorrect moves.
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Implementation
Handoff: Delivered final Flash files to the event’s digital team.
Development: Worked closely with devs for smooth animation and sound.
Go-to-market: Launched at the Galway Stop-over, promoted through schools and event booths.
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Results & Impact
Metrics: High completion rates, positive feedback from students and teachers.
User adoption: Widely used during the event; teachers requested access post-event.
Business impact: Helped Volvo Ocean Race connect with the next generation of fans.
Lessons learned: Simple, interactive mechanics work wonders for educational engagement.
During my time at Design Associates, I took on the exciting challenge of leading the creation of a dynamic Flash-based drag-and-drop game centered around the high-performance features of a racing yacht.
This unique project was designed to offer a fun and immersive experience for young adults, aiming to enhance their knowledge and appreciation of the intricate world of competitive sailing.
Part of the esteemed Galway Stop-over Volvo Ocean Race Legacy Initiative, the Ocean Adventure Schools Programme 2008-2009 was a testament to our commitment to introducing the younger generation to the art and excitement of the sport of sailing.