Raymond Chou
Dane Hobrecht
Queensley Lim
Celia Chamu Maturana
Jocelyn Phan
Ivan Yen-kit Quon
Over the course of this two-quarter capstone project, our team developed a Unity 3D game designed to inform and educate the general public about the Psyche-16 asteroid and it’s associated NASA mission. Starting from scratch with only broad guidelines from our sponsor, we worked together to define and prioritize features, allowing everyone the chance to participate, contribute, and learn something new. During each sprint, we evaluated requirements and documentation carefully, weighing the pros and cons of every possible design and implementation choice available to us. Before committing to a path forward, we considered how each decision might impact future development and advance us towards our end goal.
Throughout the project, we maintained consistent communication with our sponsor and each other via bi-weekly meetings and ongoing conversations through Slack. Every planned feature was discussed with our sponsor prior to deployment for approval and to ensure alignment. When challenges did arise, we confronted them collaboratively, making a particular point to make sure everyone was involved. This ultimately open process of communication, deliberate planning, and iterative development helped us navigate the complexities of the project and, from our perspective, produce a more meaningful educational game.
Instead of other game engines, we chose Unity because of its ease of use and suitability for small-scale projects, allowing us to develop efficiently without a steep learning curve.
Blender
Blender is ideal for creating Unity models for our game because it’s free, powerful, supports seamless integration, and offers modeling and animation tools.
Figma
We decided to use Figma due to the wide range of tools and easy collaboration, making it ideal for team-based design work.
Git
Version control is one of the landmarks of quality software. Facilitated through GitHub, git served as an excellent system to track development, perform codebase merges, and issue new increments of the simulation.
In order to better understand our audience, we developed a persona that guided us in addressing the behaviors, goals, and needs of our players.
View our persona Here.
After developing the persona, we identified potential user interactions within the game, which helped us define and plan its functional requirements more effectively.
View our use case diagram Here.
To establish a clear foundation for our game’s structure, we created a flowchart outlining the user’s journey and gameplay progression.
View our flow chart Here.
Ensuring the game delivered accurate information about Psyche, we thoroughly reviewed and documented numerous NASA research papers on the asteroid.
Throughout development, we conducted user interviews to gather feedback and insights that helped us refine and enhance the game.
This documents holds all outside assets and sources used for proper crediting.
With a clearer vision for the game in place, we moved on to brainstorming the design and user interface to ensure a cohesive and engaging player experience.
View our Lo Fi Here.
Using the Lo-Fi design as a guide, we crafted an eye-catching UI with an aesthetically pleasing, tech-inspired space theme to enhance the user’s gameplay experience and align with the project’s concept.
View our Hi Fi Here.
We conducted biweekly meetings with our project partner Cassie Bowman on Zoom in order to gain feedback on our design and implementation process. We would provide artifacts related to our design and/or our code to ensure to what we were building aligned strictly with NASA's Year on Psyche project guidelines. This iterative process enabled us to understand the game's scope at a high-level and enabled us to refine both the functionality and user experience.
Furthermore, we also conducted usability testing with students and TAs in order to gain additional feedback regarding our game. We specifically had our users play the game from start to finish and had them extensively test each feature and functionality. Feedback was gathered on core mechanics such as mining, movement, and camera controls, as well as UI elements including the main menu, colors, and volume controls.
Some of the biggest concerns we addressed include:
Font — making it compatible for screen readers because it may be difficult to read for certain users
Language — making sure all age groups can understand the tasks at hand and progress through the game
Behavior Response — watching to see what may cause discomfort to a player
Auditory — being able to play the game with or without sound and how to adjust the music
Compliance — ensuring the UI is clean and accessible by referencing Unity Accessibility and WCAG 2.1
Navigation — navigation tools follow common standards and can be figured out easily by users
Here are some notable examples of revisions we made to our game based on user feedback:
Fig 1. Added a help section because players encountered difficulties navigating the game.
Fig 2. Issued appropriate dialogs for specific game actions to improve usability.
For our final product we developed, NASA Year on Psyche an interstellar 3D adventure game inspired by NASA's Psyche-16 mission. Players explore a model of the asteroid's rugged terrain, mining valuable minerals for a whole Psyche year. As they explore and complete missions in-game research papers are generated. The goal is to educate the public through active learning of the rich, metallic world, all while experiencing the thrill of space exploration.
Deliverables we provided our partner with included:
Ethics Review on our product
UI/UX Documents
Requirements Documents
Technical Documents
Fig 1. The rover, Eros, looking at the Solar System from Psyche.
Fig 2. Eros mining minerals from an ore deposit.
Fig 3. The player can keep track of Psyche's orbit in the Solar System anytime during their gameplay.
Fig 5. Players can upgrade their rover with the minerals they have mined to further enhance their gameplay.
Fig 6. Opening the research menu displays all papers collected for players to read up any interesting facts they have found from exploring Psyche.
This work was created in partial fulfillment of the University of California, Irvine Capstone Course "INF4MATX 191A/B". The work is a result of the Psyche Student Collaborations component of NASA’s Psyche Mission (NASA Psyche Mission). “Psyche: A Journey to a Metal World” [Contract number NNM16AA09C] is part of the NASA Discovery Program mission to solar system targets. Trade names and trademarks of ASU and NASA are used in this work for identification only. Their usage does not constitute an official endorsement, either expressed or implied, by Arizona State University or National Aeronautics and Space Administration. The content is solely the responsibility of the authors and does not necessarily represent the official views of ASU or NASA.