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PITCH DECK

Creative Village

Our take on a game that hopes to bring people together through social immersion and creativity.

OVERVIEW

A game that hopes to bring people together through social immersion and creativity.

CONTEXT

The Creative Village project aims to address the social challenges university students face, particularly exacerbated by the COVID-19 pandemic. The project focuses on creating a virtual reality (VR) platform that combines social networking with creative portfolio features, providing a unique solution to foster student connection and creativity.

PROGRAMS

Figma | Spline.io | Canva | Microsoft Powerpoint

ROLE

UX/UI
Product Design

Research

TEAM

Aalia Khazi

DURATION

3 weeks

01

Research

Before we could dive into designing the Creative Village platform, we first needed to bridge the gap in our understanding of social psychology and VR engagement. None of our team members had prior expertise in these areas, so we conducted extensive research to gain a foundational understanding of social interaction theories, virtual reality design principles, and competitor analysis. By collaborating closely with our advisor, who served as the subject matter expert on McGuire's Model of Social Persuasion and VR user experience, we ensured our approach was both theoretically sound and practically effective.

Competitive Analysis

We analyzed the competitor landscape to understand the market and recognize common patterns. We assessed the pros and cons of various games and portfolio websites, evaluating their accessibility and collaborative capabilities.

Pricing
Competitive Analysis

User Analysis

Our target is students who are navigating creative hobbies and careers. Users need a social outlet to comfortably and effectively share their creative interests, connect with peers, and find inspiration.

User Needs

02

Problems

“A survey of college students during the pandemic confirmed that 60% of students experienced loneliness and isolation” - Covid-19 Impact, 2021

Social Isolation

The pandemic and resulting virtual classes have significantly reduced students' opportunities to socialize, leading to feelings of loneliness and isolation.

Problem 1

Lack of Creative Networking Platforms

The pandemic and resulting virtual classes have significantly reduced students' opportunities to socialize, leading to feelings of loneliness and isolation.

Creative_Village_Final.pptx (3).png

03

Theoretical Foundation

McGuire's Model of Social Persuasion

The development of Creative Village was significantly influenced by McGuire's model, which outlines key stages of social persuasion. This model guided the design of the platform to ensure that users are not only attracted to the platform but also remain engaged and find value in repeated interactions.

04

Solutions

VR Social Environment

Creative Village offers a game-based VR platform where students can interact in a casual, non-academic environment, making it easier to socialize and form connections.

Integrated Portfolio Features:

The platform allows users to upload media, showcase their creative process, and decorate their virtual spaces with personal art, merging social interaction with portfolio presentation.

Enhanced Communication Tools

Extensive chat features and customization options enable users to communicate effectively, receive feedback, and express their individuality through personalized avatars and virtual spaces.

05

Design & Features

The design of Creative Village emphasizes equity-focused principles, ensuring inclusivity and accessibility through extensive character customization options. Using Figma, we prototyped the UI layout, focusing on intuitive and user-friendly design elements. This approach allowed for easy iterations and refinements based on user feedback. The use of commonly recognized symbols and icons enhances navigation, making the platform straightforward and easy to understand for all users, regardless of their background or technical proficiency.

Copy of Creative_Village_Final.pptx (6).png
Copy of Creative_Village_Final.pptx (7).png

06

Future Projections

Scalability

Plans to expand the team and develop additional features post-launch.

Merchandising

Potential for revenue through merchandise featuring the game's unique designs.

Fanbase

Capitalizing on the existing fanbase for social simulation games, ensuring a ready market for Creative Village.

07

Conclusion

Creative Village presents an innovative approach to solving the social and professional networking challenges faced by students in a post-pandemic world. By integrating creative portfolio elements within a VR social game, the project not only fosters social interaction but also supports the artistic expression and professional development of its users. The platform's design emphasizes equity-focused principles, with extensive character customization and a user-friendly UI layout prototyped using Figma. The use of commonly recognized symbols and icons ensures ease of navigation and accessibility. Incorporating McGuire's Model of Social Persuasion, Creative Village offers a well-rounded and engaging experience that effectively meets the diverse needs of its audience.

08

Learnings

Spatial Awareness in 3D VR Design

Developing Creative Village also taught the team the importance of spatial awareness in designing for 3D VR environments. Unlike traditional 2D interfaces, VR design requires an understanding of how users interact with and navigate through a virtual space. This involves considering depth, scale, and the placement of interactive elements to create an immersive and intuitive experience. I  learned to think beyond flat screens, incorporating elements that enhance the sense of presence and engagement in the virtual world. This shift in perspective was crucial in creating a VR platform that is not only functional but also captivating and immersive for users.

Spatial Awareness in 3D VR Design

The development of Creative Village underscored the importance of thorough research on immersion in virtual reality and its impact on user experience. The team studied social interaction theories and McGuire's Model of Social Persuasion to effectively engage users, using focus groups and previous research to identify key factors influencing immersion and satisfaction. Through an iterative prototyping process supported by continuous feedback, the team highlighted the need to balance immersive VR elements with intuitive, accessible interfaces, enhancing the overall quality and inclusivity of Creative Village.

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