Volvo Ocean Race Game


  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.


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