4. Prototype

We started the prototype process by making a brainstorming map. We did this to figure out what is functional for the high fidelity product we were going to make. The first thing we did was to brainstorm on a paper, and discuss our different ideas and, later on, decide which will be good to work further on.

Next, we made a wireframe of a smartphone to figure out the structure and give us a more visual way to see how the layout and function of our solution would turn out. By using the wireframe, we figured out the function of the app, how many pages, and the functions that were needed to be applied. Then the following questions appeared:

  • Do we need an artifact function?
  • What will the ghosts look like?
  • How do we catch the ghosts;
    • Videotape them?
    • Do you tap on them in the AR function?
    • Use something similar to Pokemon balls?
  • How does the map work?
  • Will there be a tracker?
  • Realistic ghost?
    • From the timeline of the fortress/ museum?

Afterwards, we started to make the mockup by using Adobe XD to see how the finished product would function.

The Homepage/ starter page.

The game has three different function buttons:




How the game looks like.

How the game looks like when a ghost appears.

The game is based on an AR function. The objective of the game is to capture the ghosts upon seeing them on your screen.

With the artifact, you only need to press them to get them.

If you want to use artifact to capture a ghost, you have to press the red A button.


How the map looks like when you push the “Map” button

The map shows you your location in the museum.

Blue dots indicate the position of the ghosts. The ghosts can move freely around the vicinity of the museum.

The red dots indicate the locations where the hidden artifacts are around the fortress. The artifacts can help you capture a ghost that may be difficult to capture.

How the stats page looks like when you push the “Stats” button


Link to Video prototype:

Videoprototype Malin og Benjamin