This week we planned to make some rough paper prototypes.

The designers did research on many puzzles, both in general and based on what the women in Bletchley Park did. We found it difficult to fit those puzzles and challenges the Bletchley Park had in our activity, mainly because they were awfully difficult, as well as intelligence and time-consuming. We can’t let our players who are not real mathematicians and cryptologists do the same thing that costed months in history within 15 minutes. So we have to come up with our own puzzles, which are not hard to solve but give the players the feeling of smart and special meanwhile.

We also have another problem: different people are good at solving different puzzles. One person could be very sensitive to image puzzles, but so bad at math puzzles at the same time. So it’s very possible that different groups of players will finish one same puzzle in different time.

We are still finding ways to solve these two problems. One solution is to make a lot of puzzles and test as much as we can. With some good puzzles, we hope to put narrative in and combine them to form the activity.

We also finished most of the drafts for branding this week.

 

Talking about something to improve in our current progress, making some real product is really needed. We might have spent a little too much time on discussing and planning, so in the future, we would like to make immediate ugly prototypes instead of overthinking too much on unnecessary details.