Thank you Team 20 for your Client Project Brief. Are you able to share some photos of your grandparents on whom this project brief is based? What devices they use? How well can they use digital electronics? What are their interests? What games do they play?
Erik
Thank you for sharing. We still have some questions about the design brief and look forward to hearing back:
1.Can you tell if the audience for this game is your grandparents or all the elderly people in Italy?
2.Can you share some photos of users and introduce their basic hobbies and habits?
3. Introduce whether they like games, what kind of games they like, and can you put some photos to show the game style and visual content?
4.Is this game a physical product or an electronic game? I’m not sure what we need to do to complete this project. Can you provide a detailed introduction to the specific manifestations of the project? Should we design a game or a physical device (like Vision Pro) to host the game?
5.What kind of games do young people like? What style and visuals do you like?
6.When or under what circumstances do they usually play this game?
7.How to ensure that both young and old people are interested in this game at the same time? Does this game have the same appeal to them?
8.What is the cost of implementing this project? Is this something that elderly people are willing to spend, especially?
9.Is there any existing product that solves this problem? What does it look like?
Hello Runxinli, these are good questions for your clients and hopefully they will get back to your soon.
What is your understanding of the problem identified by your Clients?
Erik
The phenomenon of empty nest elderly and young people staying at home is also common in China, and they rarely communicate in their daily lives. Mobile phones and various communication apps make communication more convenient, but most elderly people cannot use smartphones well. Creating a game that allows elderly and young people to collaborate and communicate can indeed increase their communication, relax their body and mind, and enhance their relationship. But before, we had more exposure to physical products rather than electronic games. Designing an electronic game based on a culture we are not familiar with caught us off guard.
Erik Z
Thank you Team 20 for your Client Project Brief. Are you able to share some photos of your grandparents on whom this project brief is based? What devices they use? How well can they use digital electronics? What are their interests? What games do they play?
Erik
runxinli
Thank you for sharing. We still have some questions about the design brief and look forward to hearing back:
1.Can you tell if the audience for this game is your grandparents or all the elderly people in Italy?
2.Can you share some photos of users and introduce their basic hobbies and habits?
3. Introduce whether they like games, what kind of games they like, and can you put some photos to show the game style and visual content?
4.Is this game a physical product or an electronic game? I’m not sure what we need to do to complete this project. Can you provide a detailed introduction to the specific manifestations of the project? Should we design a game or a physical device (like Vision Pro) to host the game?
5.What kind of games do young people like? What style and visuals do you like?
6.When or under what circumstances do they usually play this game?
7.How to ensure that both young and old people are interested in this game at the same time? Does this game have the same appeal to them?
8.What is the cost of implementing this project? Is this something that elderly people are willing to spend, especially?
9.Is there any existing product that solves this problem? What does it look like?
Erik Z
Hello Runxinli, these are good questions for your clients and hopefully they will get back to your soon.
What is your understanding of the problem identified by your Clients?
Erik
runxinli
The phenomenon of empty nest elderly and young people staying at home is also common in China, and they rarely communicate in their daily lives. Mobile phones and various communication apps make communication more convenient, but most elderly people cannot use smartphones well. Creating a game that allows elderly and young people to collaborate and communicate can indeed increase their communication, relax their body and mind, and enhance their relationship. But before, we had more exposure to physical products rather than electronic games. Designing an electronic game based on a culture we are not familiar with caught us off guard.