ARISE

Encouraging patient mobility and smiles through an AR scavenger hunt

Duration: July - Oct. 2020

Team: 1 pm, 1 dev, 1 illustrator

Tools: Figma, Miro

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My Contributions

Delivered UX flows & wireframes for the game’s inventory, quest, and login screens

Published a UI style guide to establish consistent design and accessibility standards

Facilitated team-wide workshops to roadmap future mechanics and features

In a clamshell 🦀

The folks at SpellBoundAR believe that play is an essential part of healing. Their newest game, ARISE, sends young hospital patients on an undersea scavenger hunt to keep them happy and active while they’re recovering.

I came aboard in mid-2020 to refresh the game’s interfaces before it made a splash at its clinical trial debut.

Skip to final design
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Objectives

01

Refresh beta UI elements with playful and visually-accessible theming

02

Identify opportunities for "quick UX wins" that could be addressed before the clinical trial

03

Develop a backlog of mechanics/features to seed future development

Final designs

Refreshing beta UI assets

The previous UI featured illustrated graphics that didn’t translate well to a mobile interface. I developed a simpler UI library that followed established interaction and accessibility patterns while still immersing players in the game.

Main menu


Pre-Refresh

  • Long reach to access menu for a mobile screen

  • Confusing mix of gameplay features and settings in one dropdown

  • Un-themed hotbar with limited personalization


Post-Refresh

  • Accessible chest menu for housing gameplay features that’s separate from a settings menu

  • Themed player information with a customizable profile picture

Inventory


Pre-Refresh

  • Arrow icon with unclear purpose atop the screen

  • Long reach to access on a mobile device

  • Small previews of only a few items


Post-Refresh

  • Integrated drawer in chest UI

  • Dedicated tabs to differentiate between cosmetics, decorations, and quest items

  • Larger touch targets with tooltips

Quests


Pre-Refresh

  • Unclear tap and scroll interactions on quest list

  • Small preview of AR target


Post-Refresh

  • Simpler quest previews visible in the chest UI

  • Added support for sub-tasks and visual representation of quest rewards

  • New interaction to claim quest rewards (juicy!)

  • Dedicated help screen for each sub-task with supplementary instructions

Accounts


Pre-Refresh

  • Difficult for caregivers to manage longer lists

  • Limited customization options (just name of city)

  • Outdated branding


Post-Refresh

  • Additional account data displayed on save file previews (in order of most-recently accessed)

  • 2-tap selection to limit accidental clicks and support deletion

  • Integration with chest UI to teach new interaction method

  • Enhanced account creation flow that allows more customization

Process

01

Gameplay flow diagrams

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Before diving into the project, I documented the game’s existing mechanics and flows so that the entire team—from sales to development—was working from the same knowledgebase.

02

Research

Note:

Since we were on a tight deadline, I leveraged the team's existing body of research to inform my designs

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Child Life Interviews

Our customer support specialist Dr. Tammy Barnes interviewed ~30 caregivers and specialists about pediatric care. Her research helped us understand the hospital environment and revealed opportunities where ARISE could have the most impact on patients’ recovery.

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Playtesting

The team had a repository of feedback from previous hospital trials and friends-and-family testing, which revealed urgent usability and accessibility concerns.

03

Design workshops

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Using our pre-existing research as a foundation, I facilitated a 2-day internal workshop series to align the core team on the future vision for ARISE.

04

Sketches & low-fidelity

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I started designing by sketching simple interaction flows and simple 2D and 3D interfaces.

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I then transferred a handful of concepts into low-fidelity wireframes for critiques with my team.

 

Other projects with SpellBound

From 2016-2018, I designed (and programmed) 5 other AR experiences at SpellBound for short-term patient engagement. Here are links to some of my favorites:

 

Poseidon’s Plunder (2018)

Myth Card Series (2017)

Magic Portal (2018) - Check out the utility patent, too!

Wrap-up

After my contract finished, ARISE successfully went into its clinical trial with MD Anderson Children’s Cancer Hospital and continued limited testing at CS Mott Children’s Hospital.

I truly loved getting to design for SpellBound again—there’s something magical about how kids light up when they play with new technologies that continues to inspire me as a tinkerer. Best wishes to the team on their next iteration!

Thanks for reading this! 🙌

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