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Peer Testing & Reflection

Insights gathered from 20 user participants across two development stages.

Initial Version (12 Participants)

The peer testing session revealed critical insights into the limitations of the current three-page linear structure. While the anti-war theme was recognized, 60% of users reported a lack of creative agency, with many feeling like they were following a "storyline game" rather than actively participating in a rebuilding process. A recurring pain point was the interrupted continuity; users expressed frustration at being unable to return to previous scenes or operate outside the fixed "aperture," suggesting that the multi-page navigation breaks immersion. Furthermore, the absence of cumulative feedback was a significant issue, as participants expected to see a final visual result of their actions across all stages. Currently, once a scene transitions, the user's previous efforts—such as collecting flowers—disappear, failing to demonstrate a lasting systemic change. Additionally, the navigation friction and static interaction logic made the experience feel less organic, highlighting a need for a more dynamic, unified environment where visual growth and synthesized sound respond directly and persistently to user behavior.

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Current Version (8 Participants)

The peer testing of the current version confirms an increase in user agency but also highlights several technical and conceptual gaps. While some users suggested a "Clear" or "Undo" feature to manage the canvas, I am debating whether such functions align with the project's core philosophy. Adding standard UI controls like "Undo" and "Redo" might feel too mechanical and break the organic nature of healing; instead, I am exploring more natural interactive methods to allow the system to evolve or decay over time. Furthermore, the feedback regarding the harsh white noise and limited visual assets suggests that the current "vibe" is not yet fully realized. I intend to refine the audio and visual layers to move beyond a purely "healing and gentle" atmosphere. My plan is to introduce more elements of contrast and conflict, ensuring that the transition from a desolate ruin to a vibrant landscape feels earned and impactful. By adjusting the frequency response of the Web Audio nodes and diversifying the generative forms to include sharper, more structured remnants of conflict, I hope to create a sensory experience that truly reflects the tension between war and peace, rather than just delivering a simplified aesthetic of restoration. Ultimately, this survey has been incredibly helpful; it not only confirmed the areas I felt were incomplete but also pointed out critical issues that I had previously overlooked.