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Problem Statement

Business Context

Hypothesis

Design Decisions

Iteration & Failures

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Reflection

Barley Hall 1483

Barley Hall 1483

Role

Solo Designer & Developer

Type

UX Design / Gamified Learning

Tools

HTML, CSS, JavaScript, Figma

Context

University Module Project

Barley Hall 1483

Turning a PDF no-one read into a gamified training tool with 100% completion — across 18 to 80+ year-olds.

PROBLEM STATEMENT

How do you deliver volunteer training to users aged 18–80+ that achieves 100% task completion — without requiring a tutorial, a facilitator, or prior digital experience?

BUSINESS CONTEXT

Barley Hall relies on volunteers to guide paying visitors through a 15th-century Great Hall. The existing onboarding tool — a dense PDF — created three measurable risks:


· Volunteers with low digital literacy or visual impairments could not access it independently

· Low information retention meant guides were underprepared at point of delivery

· A 62-year age range (18–80+) made a single-format solution almost impossible to serve


The cost of this gap was direct: a volunteer who can't confidently recall key facts undermines the visitor experience and the organisation's reputation.

HYPOTHESIS

BET

If training is restructured as a short, mission-based game using familiar interaction patterns (click + drag-and-drop), volunteers across all age groups will complete it independently in under 6 minutes — and retain more than they would from a PDF.


Success metrics: task completion rate and average completion time — because a satisfied user who can't finish the training is still a failed outcome.

Three Key Decisions

1. Mission-Based, Not Quiz-Based

Quizzes introduce failure anxiety — particularly for older users. A wrong answer shouldn't feel like a test failed; it should trigger a retry. Mission structure shifts the consequence from penalisation to iteration, reducing cognitive barrier without reducing learning rigour.

3. Mission Sequence Mirrors Real-World Feast Preparation

The four missions follow the sequence: space → objects → people → order. This mirrors actual event preparation logic, which means knowledge accumulates naturally rather than being front-loaded. Inspired by how Papers, Please introduces complex rules through progressive disclosure.

2. Flash-Era Visual Language (Deliberate, Not Nostalgic)

2000s Flash games were designed for mass public audiences with no prior gaming knowledge. Their visual conventions — clear 2D icons, immediate feedback, single-click interaction — have the lowest onboarding barrier across generations. Every stylistic choice served an accessibility function.

What Failed & What Was Fixed

FAILURE POINTS

FIXES IN PROTOTYPE 2

ROOT CAUSE

Mission 3 had no positional cues — users didn't know where to drag

Added positional cues before interaction in Mission 3

Designed for 'users who would try' — not 'users who would feel lost and stop'

Insufficient visual hierarchy: text blended into background for older users

Implemented font-size toggle — directly from older participant feedback

Both user types had to be served, but only one was designed for

Correct/incorrect states were visually identical — users couldn't detect errors

Distinct colour + icon states for correct and incorrect answers

RESULTS

METRIC

TARGET

RESULT

Task completion rate

100%

100%

Average completion time

< 6 minutes

✓ 3 min 43 sec

Critical errors

1

✓ 0

Completed without assistance

80%

90%

Reported learning new information

100%

100%

KEY TAKEAWAY

KEY TAKEAWAY

Every decision made to reduce cognitive load for a 75-year-old also made the product faster and cleaner for a 20-year-old. Inclusive design improved the outcome for every user — it was never a constraint, it was the design problem.

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