Rave Heaven is a rhythm-tap mobile game concept for fans of Hardcore music and rave culture.
Hardcore Techno (usually just called Hardcore) is a type of Electronic Dance Music that originated in Europe in the 1990s. It’s typically characterized by fast tempos (160–200 BPM or more), hard kicks, and having about a million sub-genres for which no one can agree on proper definitions.
This music is best enjoyed at raves, where DJs and ravers come together in the spirit of PLUR (Peace, Love, Unity, Respect) to dance the night away to the music they love. The main downside to raves is that inevitably, the night must end and everyone has to go home to their boring lives without hard beats and laser lights. Rave Heaven seeks to address that problem by bringing a piece of the rave experience to the smart phone.
Every May, Academy of Art University puts on a Spring Show exhibition to showcase the best work created by the top students in each department in the past year. They invite hiring professionals from various art and design industries to visit to scout out top talent. In May 2018, not only was my work on Rave Heaven featured in the Spring Show, but it was chosen by the School of Game Development as the Best UI/UX Design of 2018!
I’ve been a big fan of Hardcore music since 2009 and have attended several raves since 2011. These experiences have given me unique insight into rave culture, which informed many of my design decisions during this project. For example, there's no way to directly buy kandi (colorful bracelets) in the game because in real life, kandi is only crafted and given away. It's considered taboo to sell kandi for profit (I'm looking at you, Hot Topic).
I downloaded 10 rhythm-tap games from the App Store and played at least the first level of each one. As I played, I wrote down everything that frustrated or delighted me as a user. These observations influenced many of my design decisions later on.
Rave Heaven would be advertised the same way raves are typically promoted: via small promotional flyers handed out and scattered on the ground at raves and near venues where raves are held. The messaging of the ad is inspired by several songs expressing a sentiment of wishing the night would never end.
I first started by making a flowchart to organize all the things I wanted in the game. When I finished the first draft of the flowchart, I started working on wireframes in order to figure out the placement of elements without getting too caught up in the visuals of those elements. I ended up modifying the flowchart as I went along to accomodate decisions I made throughout the process.
After I had enough wireframes to cover a short, simple task, I did some rapid-fire informal usability testing with several of my classmates. These tests revealed the major issues with my initial wireframes, which I addressed in my first round of high-fidelity designs.
I built out high-fidelity versions of several tasks, put together an InVision prototype, and conducted a semi-formal usability test with a member of my target audience. I adapted my script from Steve Krug's Rocket Surgery Made Easy. Since my test participant is a longtime friend of mine, I skipped a few of the formalities in order to help her feel more comfortable. She gave permission for me to share the above video.
I discovered several usability issues, which I addressed in the next round of designs. The test also helped confirm what was working well, like the "NEW" indicators and the stats in the upper left.
Goal: Play the track Rave Heaven by NAKURA feat. YUKKURi.
Goal: View a track's Leaderboard before playing the track.
Goal: View a track's Leaderboard after playing the track.
Goal: Unlock It Went by S3RL feat. Tamika.
Goal: Purchase any powerup.
Goal: Purchase 20 Bux.
Goal: Complete a Goal and redeem the rewards.