Cecilia Soto

Mobile rhythm game prototype

4 min read

A game for iPhone devices where users can spend idle time playing any song from their private library, tapping buttons in a grid and following the song’s rhythm. The design process was interactive, with strong emphasis on gameplay, engagement elements, domain literature research and direct application of common design principles for mobile.

Animated GIF of a touch rhythm game prototype showing a 4x3 grid of circles. Each circle fills with color gradually, and players aim to tap when a circle is completely filled to achieve a perfect score.

Figure 1. The prototype for the grid-style gameplay

Design process

This project was heavily based on design research rather than field research. In order to justify the purpose and approach of the app I relied heavily on literature research. Using previous research papers, specially one detailing usability testing on different play styles commonly found on rhythm games and some more on the demographics for the genre I sketched some screens on paper.

A handwritten sketch of gameplay concepts based on

Figure 2. The actual engagement elements are distributed outside the gameplay. Adding a social competition factor to keep players coming back

A handwritten sketch outlining a user interface concept for a rhythm game. The page includes various elements such as a login screen with fields for username and password, a

Figure 3. Some iterations on lanes, falling notes and grid gameplay styles

A handwritten sketch detailing gameplay mechanics for a rhythm game's

Figure 4. Aside from the beat map style (the way the notes appear). I also had to consider pausing, scoring and so on

After I had collected enough information and made some rough sketches, the next step was to start designing the actual interactions, which were heavily reliant on design patterns, specially the ones found on Johnson’s Designing with the Mind in Mind. Interactions were designed in UXPin, and during this stage I experienced two big challenges, to get to know and handle UXPin, and incorporating a settled aesthetic for the app, which drew inspiration from outrun and retro gaming.

For the actual gameplay I had to drop UXPin and make a prototype in another app, in order to properly showcase timings, movement patterns and basically test that the grid pattern was actually fit for mobile.

Video 1. A simulated play through of the proposed game

In the video, a person selects the "Quick Start" option on the main menu of the "Neon Drive" app. The menu features two additional options: "Log in" and "Connect an existing account." The user is then taken to a song selection screen that shows "Featured play ride" and a leaderboard. The featured ride is "The Queen's Croquet-Ground," available from November 15th to December 1st. Below this, there is a section to "Play a song from" with options for "YouTube," "Your Spotify library," and other services. The user scrolls down the page, past several leaderboard entries, and then selects "The Mock Turtle's Story" as their song. A new screen appears with the song's title, artist, and a 3 out of 7 progress counter. A large button at the bottom of the screen reads "Go." The user clicks "Go," and the screen transitions to the game. The game is a rhythm-based experience with a grid of 12 circles. The circles change color, and the player must tap them in time with the song. The user earns a "Good" rating and a combo of 212. The player pauses the game, then resumes it. After the song ends, a "New High Score!" screen appears, showing a score of 2,631,544. The user has 1 miss, 0 bad taps, 57 fair taps, and 121 good taps. They earned a "C" combo rating. The user then navigates back to the main menu.

Tools used

  • Personas development based on research identifying pain points and context of use
  • Flow diagram to detail the app architecture
  • UX Pin for the final prototype
  • macOS Keynote to prototype the grid-based gameplay

Limitations and next steps

This was an academic project for the Prototyping and Interaction Design course on Bentley’s MSHFID program. This limited the timeline to approximately four months, and reduced the capabilities to undergo proper usability testing and field research.

If this project took off, a product team would need to undergo usability testing on the UXPin prototype, with special emphasis on the gameplay. A graphic designer would give the interface a makeup, keeping the aesthetic principles present on the prototype, while incorporating a more refined color palette, particularly one with good contrast to font ratio, in order to make the app usable under different lightning environments. Legally speaking, the hypothetical team would need to carefully review the terms and conditions of each streaming library the app would be configured to connect with.

On the technical side, there indeed are some algorithms to convert audio files into beat maps. However, additional work would be needed in order to either convert an open-source one such as Karl O’Keeffe’s Dancing Monkeys or use previous research (like OSU’s) to create a new algorithm from scratch.

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