Keisha Milsom

All you can E.T.


All you can E.T.

Aliens come down to planet earth in search of cupcakes and milkshakes. The game teaches students to practice task-switching, a critical executive function skill.



Aim of the game

Players need to apply frequently changing rules to give the various aliens the food or drinks they need to survive.



Game Play

Each level begins with a new instruction. There are 4 types of aliens: a warm or cool colour with either one or two eyes. An example of an instruction would be be: "2-eyed aliens are hungry, 1-eyed aliens are thirsty."




Visual and audio cues are given during game play whilst quantified results are given after each level.




Instructions to users changed based on colour and the amount of eyes.
We gave them a warm color and a cool color and one eye or two eyes. We also gave the aliens three emotional states - happy (success), sad (failure), neutral (conveying of readiness) states to give players feedback in the form of visual cues. In addition, feedback was provided through audio cues. The character development brought a variety of issues to the fore thus we conducted a study to test factors that we believed impacted player-motivation. We tested  be influenced through shape and color.


Happy (success)   |   Neutral (readiness for interaction)   |   Sad (failure)