
About
Fast Fashion is a project created and won during Yrgos competition "Sammanslaget". The goal was to create an interactive experience that is critical to climate change and compatible with the theme "Theory of Change".
Some of the methods used:
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Interviews
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Think Out Loud
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Microsoft Reaction Cards
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Secondary Research
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Story Board
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Proto-personas
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Brainstorm
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Affinity Diagram
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Brainwriting
My role
As a UX Designer, I helped with project management, generating idéas, research, creating personas, storyboards, accessibility tests, and some level design.
Team size
6 people in total
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2 UX Designers
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2 Game Artists
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1 Game Developer
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1 Web Developer
Client
Björkåfrihet
Timeline
5 days
Tools




So, what's the problem?
We need to raise awareness about the environmental crisis, our goal is to create a product that works as an eye-opener to the users.
Design Process
Time to create
For us to utilize a solution-based approach to our problem, we looked to the Design Thinking methodology. By systematically applying each of these stages, we were able to move toward a solution. It wasn't a straight path though, we had to hop both forward and backward as we saw what fitted us.
Empathize
Define
Ideate
Ptototype
Test
We started with research which we followed up with an ideation process. My fellow Designer and I wanted the whole team involved in the ideation process to get the most perspectives out of it. We started getting our brains warm with some ordinary brainstorming around our HMW. Our goal was to create an open-minded space for everyone free from judgment to be able to fully collaborate. After discussing the brainstorming we moved on to an Affinity Diagram and 365-brainstorm.
We decided to move forward with a 2D game, Endless Runner style. Our team started coding and creating the
shell of the game.

Findings
We did find a whole lot during our research that we wanted to present to the team in an easy way. Therefore I decided to create some proto-personas. This helped us to discuss the product with the real users in mind.
Prototype
We conducted a Wizard of Oz test. It's basic but it also tests what we want - does the user want to collect clothes with no instructions from the game? We wanted the users to choose the "wrong path" on the first playthrough to get to the end and get the message. We conducted this first test on 2 people.

We conducted a Wizard of Oz test. It's basic but it also tests what we want - does the user want to collect clothes with no instructions from the game? We wanted the users to choose the "wrong path" on the first playthrough to get to the end and get the message. We conducted this first test on 2 people. This test helped us understand what to continue to develop and what not.
Results
This project resulted in a game that doesn't give the user any instructions only for the player to get the urge to jump and collect as many clothes as possible. It is only at the end the user meets an ugly truth about the choices made during the game. Will the user play again and change their fate?
I challenge you to play for yourself and beat the record! Highest at 56 and lowest at 1!
"A clear winner due to the clever and nuanced way both in look and feel that is consistent throughout the whole game! This is a great product regarding the amount of time you had that meets the theme and has an impact on the users."
- Jury of 2022
Did I learn anything?
It was exciting working tight in a cross-functional team, it gave me a better understanding of my UX role and how to work to best complement each other.