Level 3 Quest Log: Developing a User Persona for a Dante-Based Learning Experience

 



Part 1: Gathering Information

Reflecting on Myself

As both a learner and a designer, I value clarity and intentional structure in learning games and simulations. When I engage with educational games, I care less about flashy mechanics and more about whether the experience helps me understand systems, relationships, or concepts more deeply. If the mechanics feel disconnected from the learning objective, I disengage quickly.

For entertainment games, I value immersion, meaningful progression, and well-paced difficulty curves. Frustration is acceptable if it feels fair, but confusion caused by unclear objectives or poor interface design is not.

From a usability standpoint, I prioritize:

  • Clear navigation

  • Consistent visual hierarchy

  • Explicit feedback

  • Low cognitive overload

What is less important to me:

  • Overly complex menus

  • Excessive branching without guidance

  • Aesthetic polish at the expense of clarity

Reflecting on this reminded me that even when learning content is strong, usability issues can significantly disrupt engagement.


Reflecting on Others – Data Collection

Since I am focusing on a User Persona, I prioritized gathering information about how undergraduates interact with digital learning environments and complex interfaces.

I artificially limited myself to three sources, as required:

Source 1 – Research Study (Second-hand Data)

  • Study on undergraduate user experience preferences in digital learning environments (peer-reviewed journal article).

  • Focused on cognitive load, navigation clarity, and perceived usability.

Source 2 – Accessibility & UX Guidelines (Second-hand Data)

  • WCAG-based accessibility research and usability design recommendations for digital learning tools.

  • Emphasis on color contrast, text readability, and information chunking.

Source 3 – Public Player Motivation & UX Data (Second-hand Data)

  • Quantic Foundry player motivation data.

  • Used to understand expectations of digital-native users in interactive environments.


Where I Searched & Type of Information Found

All three sources were second-hand research.

I searched:

  • Academic databases (MU Library access)

  • Usability and accessibility documentation

  • Player research databases

The types of data found included:

  • Quantitative survey data (student preferences, usability ratings)

  • Reported frustration points

  • Design recommendations

  • Motivational percentages and player-type breakdowns

The audience examined:

  • Primarily undergraduate students (18–24)

  • Digital-native learners

  • Individuals accustomed to modern interface standards


Part 2: Analyzing Findings

Across the three sources, several patterns emerged:

1️⃣ Undergraduates expect intuitive navigation

Students show low tolerance for unclear instructions or hidden information. When cognitive effort is spent figuring out “what to do next,” engagement drops significantly.

2️⃣ Cognitive load must be managed carefully

Complex content (such as Dante’s Inferno) requires scaffolding. Chunked information, progressive disclosure, and visual signposting are important.

3️⃣ Accessibility is not optional

Color contrast, text legibility, and flexible pacing impact not only students with disabilities but overall usability.

4️⃣ Engagement does not override clarity

While modern users enjoy interactivity, excessive choice or visual clutter increases frustration.


Alignment with My Own Reflection

Interestingly, much of the research aligned with my own reflection as a user. I also value clarity over complexity and become disengaged when navigation interferes with learning.

However, the research highlighted something I had not fully considered: even minor usability barriers can significantly increase cognitive load, especially when the learning content is conceptually demanding.

For a Dante-based serious game, where interpretation and symbolism are already cognitively taxing, usability will play a critical role in maintaining engagement.


Part 3: Reflection on the Data Collection Process

Data collection was smoother than expected, primarily because usability research is well-documented and accessible. However, one challenge was distinguishing between “learner” and “user” data, as there is natural overlap between the two.

Another challenge was narrowing the focus. Usability research is vast, and artificially limiting the process to three sources required prioritizing relevance over breadth.

If I were to repeat this process, I would consider incorporating:

  • At least one first-hand interview with a current undergraduate student

  • Direct observation of how students navigate complex digital interfaces

Overall, this process reinforced that a well-designed serious game must not only teach effectively but also guide users clearly through the experience.

🧭 Level 2 Quest Log: Exploring the Existing Landscape

 

Quest Context / Intro

One of the first steps in any game design process is understanding what already exists within a given topic space. Before proposing new mechanics or experiences, it is critical to examine prior work—what has been successful, what gaps remain, and where opportunities for innovation may exist.

As part of this exploration phase, I reviewed and (when possible) played a selection of games and simulations aligned with potential client topic areas. This post documents what I found, what I did not find, and the insights gained from surveying the current design landscape.


🧩 Part 0: Topic Option(s) Explored

At this stage of the design process and the time of writing this blog post, our team has not yet finalized a single client topic. So, this blog post may be updated in the future once this has been ironed out. In order to support early market research and identify potential design opportunities, I explored several topic options that align with common learning needs and are well-suited to game-based or simulation-based approaches.

Topic Option 1: Systems Thinking & Cause-and-Effect

  • Focus on understanding how interconnected systems behave over time

  • Common in domains such as infrastructure, organizational processes, environmental systems, and technical workflows

  • Well-suited for simulation and strategy-based game mechanics

Topic Option 2: Safety, Risk, & Procedural Decision-Making

  • Emphasizes learning how to identify hazards, follow procedures, and make safe choices

  • Often addressed through simulations, branching scenarios, or role-play

  • Relevant to workplace training, technical education, and compliance contexts

Topic Option 3: Problem-Solving & Troubleshooting

  • Centers on diagnosing issues, testing solutions, and iterating based on feedback

  • Frequently appears in puzzle-based games and simulation games

  • Applies broadly to technical, mechanical, and systems-based learning environments

Topic Option 4 (Exploratory): Collaboration & Communication

  • Focuses on teamwork, role clarity, and shared decision-making

  • Commonly implemented through role-playing games, board/card games, or multiplayer digital experiences

  • Particularly relevant for organizational or professional learning contexts

These topic areas were selected to allow flexibility during early exploration while still providing enough structure to guide meaningful game and simulation research across multiple platforms.  Updates from the team will be considered as they come up.


🔍 Part 1: What Did I Find?

Using the topic options outlined above, I explored a range of digital and browser-based games and simulations across multiple platforms, including online educational game repositories and commercial game storefronts. The following experiences stood out as either directly relevant or useful points of comparison.  While some of the games discussed here were also analyzed in a previous Level 1 reflection, they are revisited in this post from a different lens—as reference points for market research and topic exploration rather than gameplay analysis.

🎮 Game / Simulation 1: Crack the Circuit

📍 Where found:

Online (browser-based educational game)

🧠 What is the game about?

Crack the Circuit is a puzzle-based game designed to teach foundational electrical concepts such as series circuits, parallel circuits, and short circuits. Players are presented with circuit challenges and must use components like batteries, bulbs, and switches to complete functional circuits. The experience is intentionally simplified to foreground learning through experimentation rather than technical realism.

  • Core dynamic: Puzzle-solving and logical reasoning

  • Narrative: Minimal to none; the focus is on problem completion

  • Purpose: Educational

👥 Intended players:
This game appears to be designed for beginners or learners with little prior experience in electrical systems, likely targeting middle school through early high school learners or introductory technical training contexts.

📝 Relevance to topic areas:

This game aligns strongly with problem-solving and troubleshooting as well as systems thinking, as players must understand how components interact to produce desired outcomes.





🎮 Game / Simulation 2: Wired

📍 Where found:
Online (browser-based game)

🧠 What is the game about?
Wired is an atmospheric puzzle-platform game where players progress by constructing working electrical circuits within a physical environment. Unlike more abstract puzzle games, Wired emphasizes a realistic model of electricity, requiring players to understand how current flows and how circuits behave under different configurations.

  • Core dynamic: Exploration and experimentation

  • Narrative: Environmental and implied rather than explicit

  • Purpose: Hybrid — educational through interaction, framed as a game

👥 Intended players:
This experience appears best suited for older learners or players with some existing familiarity with electrical concepts, such as high school students, technical learners, or curious adult players.

📝 Relevance to topic areas:
Wired connects closely to systems thinking and procedural decision-making, as players must test hypotheses and learn from failure within a simulated environment.



🎮 Game / Simulation 3: Keep Talking and Nobody Explodes

📍 Where found:
Steam (commercial entertainment game)

🧠 What is the game about?
Keep Talking and Nobody Explodes is a cooperative multiplayer game in which one player defuses a bomb while others consult a manual to provide instructions. Success depends on clear communication, shared understanding of systems, and rapid decision-making under pressure.

  • Core dynamic: Collaboration and communication

  • Narrative: Situational rather than story-driven

  • Purpose: Entertainment, with strong transferable learning mechanics

👥 Intended players:
Designed for groups of players, this game targets a general audience but is especially relevant for teams practicing communication, coordination, and procedural reasoning.

📝 Relevance to topic areas:
Although not explicitly educational, this game offers valuable insight into collaboration, role clarity, and procedural execution, making it a useful reference for learning-focused design despite its entertainment framing.



🧠 Related Games

While not all games explored were directly aligned with the client topic areas, several entertainment-focused games still provided useful reference points. These experiences demonstrated effective mechanics for communication, decision-making, and system comprehension that could be adapted for educational or training contexts.


📘 Part 2: What Did I Learn About Games in These Topic Areas?

Exploring existing games and simulations across multiple platforms revealed several important patterns about how learning-focused experiences approach topics such as systems thinking, problem-solving, safety, and collaboration. While each game differed in presentation and purpose, common design trends emerged that help clarify both opportunities and limitations within this space.


Commonalities Across Games and Simulations

One of the most consistent patterns observed was an emphasis on learning through interaction rather than direct instruction. Games such as Crack the Circuit and Wired rely heavily on trial-and-error, experimentation, and visual feedback to help players understand cause-and-effect relationships within systems. This approach aligns strongly with systems thinking and problem-solving topic areas, where understanding emerges from observing how components interact rather than memorizing rules.

Another commonality was the use of clear constraints and goals. Even in experiences without strong narrative framing, players are guided by explicit objectives—complete the circuit, power the system, or progress through a level. These constraints help focus player attention and reduce cognitive overload, especially when dealing with abstract or technical concepts.


Key Differences in Design Approaches

Despite these similarities, the games differed significantly in how they balanced realism, accessibility, and engagement. For example, Crack the Circuit simplifies electrical behavior to support accessibility and quick comprehension, making it suitable for novice learners. In contrast, Wired leans more heavily toward realism, encouraging deeper exploration but requiring greater persistence and tolerance for ambiguity.

Entertainment-focused games like Keep Talking and Nobody Explodes introduced a different design lens altogether. Rather than teaching explicit content, this game emphasizes collaboration, communication, and procedural execution. While not designed as an educational product, its mechanics reveal how social dynamics and role differentiation can be powerful drivers of engagement and learning—particularly in group-based or professional learning contexts.


Learning Domains and Genre Trends

Across the games reviewed, learning most frequently targeted:

  • Conceptual understanding (how systems work)

  • Procedural reasoning (what steps to take and when)

  • Decision-making under constraints

Puzzle and simulation-game hybrids were especially common, suggesting that this genre is well-suited for teaching complex systems without overwhelming players. Fully realistic simulations appeared less common, likely due to higher development costs and steeper learning curves.


Implications for Future Design Work

This exploration highlighted several opportunities for future design:

  • Many games focus on individual mastery, leaving room for experiences that emphasize collaboration and shared problem-solving.

  • There is a noticeable gap between highly abstract educational games and high-fidelity simulations, suggesting space for hybrid designs that balance realism with approachability.

  • Entertainment games continue to offer valuable inspiration for learning design, particularly in how they motivate players through tension, feedback, and social interaction.

Understanding these patterns will help inform future design decisions as our team refines a client topic and begins concept development. Rather than designing in isolation, this research reinforces the value of learning from existing successes—and learning where meaningful gaps remain.


Closing Line

"Mapping the landscape reveals not only what exists—but where new paths can be forged."


🎯 Closing Reflection

This exploration reinforced the importance of conducting early market research before committing to a specific design direction. Even when few direct examples exist, related games and simulations provide valuable insight into mechanics, player expectations, and design constraints. These observations will inform future design decisions as our team refines its topic focus and begins concept development.

🎮 Quest Log – Level Design Progress #2: Refinement & Collaboration

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