Our users are kids, from 7-11 years old. Our collection is Ninja Tune.
Marco and I started researching the collection and the user. Trying to find things in common, and then figuring out what motivates the kid to use our interface to discover the Ninja Tune collection.


We chose 3 points that bring the collection and the target user together:
MOVEMENT
FLOW
ENERGY
The Game
After all the research it brought us to the idea of creating a game where it's possible to move in base to interact with the music and that was associated with the ninja culture as part of the name and logo of the collection is a Ninja. We started doing research about ninja games. We took mostly inspiration from the known games Fruit Ninja, Beat Saber, and Just Dance.

Game Design
While Marco was making the whole logic of the game, I was working on the story and the tools that are going to visualize it.

In the meantime we made some design choices together:


- We decided for the name:

- as the game can be seen a training for a ninja but with songs from the Ninja Tune records.

- We decided the main font, that is called north-zone
Ninja Tune Training (NTT)
- the font looks like self written with a marker and gives an energy of action as well the details in the letters gives an idea of something done fast and in movement


- We choosed the color to stay with shades of blue, as it's the most shown color in our scenes of the game. And gives a feeling of mystery and exploration.







Game Structure
We created a structure of the game:

- Welcome Page (welcome message and short intruction to navigate in the game)

- Moves to next page when a button is pressed

- Introduction Page (a short animated and narrated story to give a meaning for the game (This part was made by Nikol)

- Moves to next page when the video is over

- Instruction Page (instruction on how to play the game)

- First Level Page (The actual game)

- Moves to next page when level is over

- More Levels (Best Scenario Only)

- End Page (Credits)
Levels Structure
- A Counter will be displayed 3 seconds to aware the player when it's time to slash the sword

- If the player moves the sword when it's time to slash a positive message will be shown

- If the player doesnt move the sword in time a negative message will be shown


We tried different positive message but we ended up with some more generic as it's more easy to read and the message is clear.

Text chosed:
- Nice ninja move
- Wow
- Amazing Skills
- Right on time

As well for the color we choosed green, as it gives a positive feeling.


It was harder to choose negatives messages as it need to be clear that the player didnt hit but it shouldn't be demotivating.
So we choosed this messages:
- Missed
- Almost
- Listen better
- To late

As well for the color we choosed red, as it gives a feeling of something is wrong.
Positive Feedback
Negative Feedback
Introduction
For the introduction of the game, we wrote a story about a village that is taken over by a horrible noise,
that makes the sun not rise anymore and the people confused. The story is animated and narrated by the beautiful voice of Rob.
Hardware needed to play the game
For the game to be played it needs 2 arduinoUNO chips that are connected via Bluetooth,
this is need to receive data from the sword.
Then a screen where Touch designer is shown and speakers. Finally the most important the sword.
The sword
The sword is a combination between 3d printer, wood, and foam. The Shape reminds us of an actual ninja sword, as we did some research about it. The handle has a spot in the bottom to put the Arduino sensor inside and a cable comes outside and will be connected to a power bank. The Powerbank is attached with hair tie to the wrist of the player.