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CORONALAS

Mobile Game Design

 STUDENT PROJECT

A silly mobile game inspired by our experiences in Israel during the coronavirus crisis. The game draws inspiration from the jokes about the well-known professor Yehoram Lass, who was a prominent figure on TV and radio at that time, as well as from the attitudes of young people in Tel Aviv who often ignore guidelines and try to bend the rules.

PROJECT OVERVIEW

The coronavirus has brought a lot of difficulties to our lives. People are stuck at home, feeling overwhelmed, facing financial challenges, confused by all the rules and restrictions on their freedom and movement, and frustrated.

THE PROBLEM

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The Goal is to make people laugh, raise the morale and show the absurdity of the situation and the rules. 

THE GOAL

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USER RESEARCH

In order to gather insights for the development of my silly, funny game app centered around the COVID-19 pandemic, I conducted user research to understand the needs and preferences of my target audience. My goal was to create a game that would bring laughter and cheer to individuals during these challenging times. I started by conducting surveys and interviews with a diverse group of participants to gather their thoughts on how they have been coping with the pandemic and what type of content or activities bring them joy and humor.

Through these interactions, I discovered that many individuals were seeking light-hearted and entertaining distractions to break away from the stress and uncertainty of the current situation. People from all over the world created funny videos about their struggle to deal with the new rules and filmed themselves being creative in how they handled that. I noticed how I laughed so hard at this content and found humor in both myself and the challenging times. I realized that many friends felt the same way, and people just needed to laugh and turn this time into a comedy a little bit to be able to get through this difficult time with a positive attitude and a smile. This realization led me to the direction of this project.

Additionally, I analyzed user feedback from existing humor-based apps and games to identify common themes and features that resonated with users. This helped me shape the design and content of my game app to ensure it would effectively deliver the desired comedic relief and fun break that users were looking for. In my search for funny, silly, relevant apps out there, I found an app that had huge success in the USA. Its purpose is to catch a fly that's flying on your screen while Obama is speaking in his speech. This game app is based on the real situation where Obama was trying to move a fly that was annoying him during his live speech to the nation.

The fact that people enjoy getting a comedic point of view on the most serious situations and meanings in life is what we call "Black Humor." Psychologist research proves that laughing and changing your perspective on the most serious and difficult situations in life help you process them better, deal with them better, and heal from them better and easier. Overall, the user research and app research highlighted the importance of creating a game app that not only entertains but also uplifts and brings positivity to users during these complicated days of the COVID-19 pandemic. By understanding the needs and preferences of my target audience, I was able to tailor my game app to provide a much-needed source of humor and joy in a time when it is most needed.

PERSONAS

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1. Tali - The Stressed Student: Sarah is a 22-year-old university student who has been feeling overwhelmed by the challenges of online classes and the lack of social interaction due to the COVID-19 pandemic. She is constantly juggling assignments, exams, and personal responsibilities, which has taken a toll on her mental well-being. Tali is looking for ways to unwind and destress, and she often turns to humor and comedy to lift her spirits. She enjoys sharing funny memes and videos with her friends and appreciates anything that can bring a smile to her face during these difficult times.

2. Noam - The Remote Worker: Mike is a 35-year-old professional who has been working from home since the start of the pandemic. He misses the daily interactions with his colleagues and the separation between work and personal life that the office provided. He also owns a bar which is closed during this time, and he's missing the nightlife, the action, and feeling alive. Noam is worried about his business and is feeling isolated and burnt out from the constant work-from-home routine. He is in need of a mental break and some light-hearted entertainment to break the monotony of his day and his worries. Noam enjoys witty jokes and puns, and he appreciates humor that can help him relax and unwind after a long day of virtual meetings.

3. Dana - The Stay-at-Home Parent: Dana is a 28-year-old stay-at-home mom who has been balancing remote learning for her children, household chores, and her own personal well-being during the pandemic. She often feels overwhelmed by the demands of parenting and the lack of social support from friends and family. Dana is in need of a pick-me-up and some laughter to brighten her day. She enjoys playful and silly humor that can bring a sense of joy and lightness to her daily routine. Dana appreciates games and activities that can provide a fun escape from the challenges of being a stay-at-home parent during these complicated days.

By creating personas like Tali, Noam, and Dana, I was able to empathize with the diverse needs and preferences of my target audience and tailor my silly funny game app to provide the humor and entertainment that they are seeking during the COVID-19 pandemic.

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APP MAP

Opening screen Login animation

"Yatzata Lass"
 

Sound
 

New game
 

Score Board

Home screen

(Choose a game)

"Boom Boom
Lass"

Sound
 

New game
 

"La-Snake"
 

Sound
 

New game
 

Score Board

Score Board

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