#productdesign

#tablet

#edtech

Sep. ‘22 - May ‘23

Sep. ‘22 - May ‘23

Sep. ‘22 - May ‘23

Sep. ‘22 - May ‘23

Sep. ‘22 - May ‘23

Sep. ‘22 - May ‘23

Mathventures

Mathventures

Mathventures

Mathventures

Mathventures

Mathventures

Designing a fun game for kids where art meets math

Designing a fun game for kids where art meets math

Designing a fun game for kids where art meets math

Designing a fun game for kids where art meets math

Designing a fun game for kids where art meets math

Designing a fun game for kids where art meets math

Mathventures is a coloring-based math game for K-5 children (ages 5-10) to enjoyably practice and reinforce math skills. But hey, want the inside scoop on how we crafted this magical experience for our young visionaries who not only crawled under tables if something didn’t work but also gave the wildest ideas that pushed our boundaries?

Mathventures is a coloring-based math game for K-5 children (ages 5-10) to enjoyably practice and reinforce math skills. But hey, want the inside scoop on how we crafted this magical experience for our young visionaries who not only crawled under tables if something didn’t work but also gave the wildest ideas that pushed our boundaries?

Mathventures is a coloring-based math game for K-5 children (ages 5-10) to enjoyably practice and reinforce math skills. But hey, want the inside scoop on how we crafted this magical experience for our young visionaries who not only crawled under tables if something didn’t work but also gave the wildest ideas that pushed our boundaries?

Mathventures is a coloring-based math game for K-5 children (ages 5-10) to enjoyably practice and reinforce math skills. But hey, want the inside scoop on how we crafted this magical experience for our young visionaries who not only crawled under tables if something didn’t work but also gave the wildest ideas that pushed our boundaries?

Mathventures is a coloring-based math game for K-5 children (ages 5-10) to enjoyably practice and reinforce math skills. But hey, want the inside scoop on how we crafted this magical experience for our young visionaries who not only crawled under tables if something didn’t work but also gave the wildest ideas that pushed our boundaries?

Mathventures is a coloring-based math game for K-5 children (ages 5-10) to enjoyably practice and reinforce math skills. But hey, want the inside scoop on how we crafted this magical experience for our young visionaries who not only crawled under tables if something didn’t work but also gave the wildest ideas that pushed our boundaries?

Tools

Figma, Miro, Adobe Creative Suite, G Suite

Team

A team of 5 designers and researchers

Deliverables

High-fidelity prototype of the game, Style Guide

My Responsibilities

UX Design and Research, Visual and Interaction Design, Usability testing, Data Visualization

My Responsibilities

UX Design and Research, Visual and Interaction Design, Usability testing, Data Visualization

My Responsibilities

UX Design and Research, Visual and Interaction Design, Usability testing, Data Visualization

My Impact and Contribution

I built Eatopia's visual foundation and designed an intuitive Trends feature that empowers students to reflect upon and discover personal food-mood connections at their own pace, gently guiding self-discovery without prescribing rules.

Tools

Figma, Miro, Adobe Creative Suite, G Suite

Team

A team of 5 designers and researchers

Deliverables

High-fidelity prototype of the game, Style Guide

My Responsibilities

UX Design and Research, Visual and Interaction Design, Usability testing, Data Visualization

My Responsibilities

UX Design and Research, Visual and Interaction Design, Usability testing, Data Visualization

My Responsibilities

UX Design and Research, Visual and Interaction Design, Usability testing, Data Visualization

My Impact and Contribution

I built Eatopia's visual foundation and designed an intuitive Trends feature that empowers students to reflect upon and discover personal food-mood connections at their own pace, gently guiding self-discovery without prescribing rules.

My Responsibilities

UX Design and Research, Visual and Interaction Design, Team Facilitation, Client Communication

My Impact and Contribution

My designs influenced some core gameplay foundations and I designed a sought-after room customization feature, transforming virtual spaces into playgrounds of creative expression. I facilitated the integration of game features into a cohesive product.

My Responsibilities

UX Design and Research, Visual and Interaction Design, Team Facilitation, Client Communication

My Impact and Contribution

My designs influenced some core gameplay foundations and I designed a sought-after room customization feature, transforming virtual spaces into playgrounds of creative expression. I facilitated the integration of game features into a cohesive product.

The Backstory

Well, Math is art, and don't we all approach it differently? Drawing from their former experiences as a teacher and student, our client, Dr. Renee F. Hill, who homeschools two out of her five children, wanted to take a unique approach.

As a team of 5 designers and researchers with varied Math experiences, we realized the value of early math education and were intrigued by the idea of involving creativity in this process. So, we set out to understand K-5 children’s frustrations while practicing math and design an engaging game for them to practice math through coloring.

The Problem

How do we design an interactive coloring-based math game for K-5 children to enjoyably practice and reinforce math skills?

Initial Steps

  1. Understanding Our Protagonists: K-5 Children

If there was one thing we were all excited about right from the start, it was working with children, especially since it was our first time! So, before setting out to solve the problem, we wanted to understand our primary target audience, K-5 children (ages 5-10), as they were going to be the real influencers of this game, from shaping our problem space to testing!

1

We asked experts

For starters, we decided to interview experts who work with children since we had them available in our team.

See Insights

1

We asked experts

For starters, we decided to interview experts who work with children since we had them available in our team.

See Insights

1

We asked experts

For starters, we decided to interview experts who work with children since we had them available in our team.

See Insights

1

We asked experts

For starters, we decided to interview experts who work with children since we had them available in our team.

See Insights

1

We asked experts

For starters, we decided to interview experts who work with children since we had them available in our team.

See Insights

2

My solo quest

But, personally, expert interviews did not give me rich insights on how to design for them given their diverse demographic (Ages 5 - 10). On researching further, I figured that it was essential to study the developmental needs of children to create age-appropriate, effective and engaging environments that align with their physical, cognitive, and social and emotional needs. So, I created these sketch notes on their developmental needs for easy reference.

See Insights

2

My solo quest

But, personally, expert interviews did not give me rich insights on how to design for them given their diverse demographic (Ages 5 - 10). On researching further, I figured that it was essential to study the developmental needs of children to create age-appropriate, effective and engaging environments that align with their physical, cognitive, and social and emotional needs. So, I created these sketch notes on their developmental needs for easy reference.

See Insights

2

My solo quest

But, personally, expert interviews did not give me rich insights on how to design for them given their diverse demographic (Ages 5 - 10). On researching further, I figured that it was essential to study the developmental needs of children to create age-appropriate, effective and engaging environments that align with their physical, cognitive, and social and emotional needs. So, I created these sketch notes on their developmental needs for easy reference.

See Insights

2

My solo quest

But, personally, expert interviews did not give me rich insights on how to design for them given their diverse demographic (Ages 5 - 10). On researching further, I figured that it was essential to study the developmental needs of children to create age-appropriate, effective and engaging environments that align with their physical, cognitive, and social and emotional needs. So, I created these sketch notes on their developmental needs for easy reference.

See Insights

2

My solo quest

But, personally, expert interviews did not give me rich insights on how to design for them given their diverse demographic (Ages 5 - 10). On researching further, I figured that it was essential to study the developmental needs of children to create age-appropriate, effective and engaging environments that align with their physical, cognitive, and social and emotional needs. So, I created these sketch notes on their developmental needs for easy reference.

See Insights

3

Observed and absorbed

Besides the initial research, direct interactions with kids while testing were invaluable in understanding them and their behavior.

See Insights

  1. Planning the Process

On diving into the problem, we realized that it was pretty vague, especially considering our first time designing for children. We needed a PLAN!

Concept Development

I have divided this section into 4 parts: Sprint 1 - Sprint 4, each of which unfolds a unique design story. Please read them sequentially for a comprehensive understanding of how we made our design decisions to craft a holistic game.

What to expect at the end of this section?

A comprehensive USER FLOW encompassing all features designed and tested from Sprint 1 to Sprint 4, facilitating a structured approach for the final design phase.

Sprint 1

Introduction

From the get-go, we had LOADS of questions:

  1. How do we introduce coloring in the game?

  2. Do kids even like coloring? 

  3. How to make coloring interesting?

  4. How to motivate kids to practice math?

  5. What type of math questions to include?

.

.

.

yada yada yada. But we knew we had to stop and start somewhere.

That’s when we remembered our client’s emphasis on COLORING being the heart of this project. So we decided to proceed by addressing the most obvious questions:

Process

  1. But, what’s the buzz in the market?

In addition to understanding our primary target audience, it was crucial to delve into the market and analyze apps tailored for kids to absorb trends and boost creativity before designing for them. So, each of us explored both direct and indirect competitors, focussing on elements that make apps interesting to use, incorporation of art in educational apps and engaging ways of setting the stage, based on our sprint goal. We then presented our findings through lightning demos. Here are some features that stood out to us:

  1. Ideas, ideas and ideas

It was then time for my favorite part: Ideation! Since it was Sprint 1 and we were building the game from scratch, each of us sketched out numerous creative solutions to seamlessly incorporate coloring, from adrenaline-boosting to calm and meditative concepts. We then anonymously evaluated all the sketches, weighed the pros and cons, and conducted straw polling amongst ourselves and experts, shortlisting features to include in the game.

A big doubt!

Despite our experts liking all our ideas, adrenaline-boosting components were a no-go at this stage. They preferred the app to have a calm, meditative aspect to help kids feel relaxed while practicing math. However, our research indicated that kids thrive in adrenaline-boosting environments. This raised a significant doubt that we aimed to understand during prototype testing.

Will kids find enjoyment in coloring alone for extended periods?

  1. So, what ideas did we finalize?

1

A Narrative Arc

From research, we learnt that kids, especially those between 5 and 10, LOVE STORIES. They use it as a tool to boost their imagination, cognitive abilities, emotional understanding and language skills.

2

Math Meets Coloring

We aimed to preserve the classic charm of color-by-number canvases for authenticity while infusing serene aesthetic scenes to cultivate a zen vibe. Starting with straightforward single-digit math equations, our plan was to gradually increase the complexity in future sprints.

3

Game Guide

In order to enhance engagement, foster a sense of companionship, and create a memorable and enjoyable gaming experience, we decided to design a mascot.

Focusing on the game structure and features in the first four sprints, we created a temporary mood board with calm aesthetics to maintain a cohesive style among the team without overly concerning ourselves with visuals.

My Contribution

Designed and prototyped the third layer in the scenery which includes the trees and lake.

  1. Testing, Testing, 1-2-3!

We tested our game prototype through a participatory design session with the KidsTeam at the University of Maryland’s Human-Computer Interaction Lab (HCIL) consisting of child (ages 7-11) and adult research members. Given the diverse ages and developmental needs of kids within this team, the testing sessions were well planned as follows:

Testing Session: The Game Plan

Outcome: What did the kids think?

Will kids find enjoyment in coloring alone for extended periods?

To our surprise, kids actually ENJOYED COLORING aesthetic landscapes! Also, the narrative arc made them feel like they weren’t doing math, which is good given that most of them said that they usually do not enjoy it. However, many expressed a desire for more games and challenges, prompting us to explore these in upcoming sprints.

Also, some kids were not sure of where to start or how to go about coloring. So we decided to add a short tutorial showing how to approach coloring in the final prototype.

Preparing for Sprint 2

We noticed how kids are inherently competitive, whether in answering questions or completing tasks. So, among the many features they requested, we decided to design and test the MULTIPLAYER OPTION in Sprint 2 to enhance the fun factor, encourage friendly competition, and promote social interactions and collaboration as they were important for their growth and testing sessions.

Sprint 1

Introduction

From the get-go, we had LOADS of questions:

  1. How do we introduce coloring in the game?

  2. Do kids even like coloring? 

  3. How to make coloring interesting?

  4. How to motivate kids to practice math?

  5. What type of math questions to include?

.

.

.

yada yada yada. But we knew we had to stop and start somewhere.

That’s when we remembered our client’s emphasis on COLORING being the heart of this project. So we decided to proceed by addressing the most obvious questions:

Process

  1. But, what’s the buzz in the market?

In addition to understanding our primary target audience, it was crucial to delve into the market and analyze apps tailored for kids to absorb trends and boost creativity before designing for them. So, each of us explored both direct and indirect competitors, focussing on elements that make apps interesting to use, incorporation of art in educational apps and engaging ways of setting the stage, based on our sprint goal. We then presented our findings through lightning demos. Here are some features that stood out to us:

  1. Ideas, ideas and ideas

It was then time for my favorite part: Ideation! Since it was Sprint 1 and we were building the game from scratch, each of us sketched out numerous creative solutions to seamlessly incorporate coloring, from adrenaline-boosting to calm and meditative concepts. We then anonymously evaluated all the sketches, weighed the pros and cons, and conducted straw polling amongst ourselves and experts, shortlisting features to include in the game.

A big doubt!

Despite our experts liking all our ideas, adrenaline-boosting components were a no-go at this stage. They preferred the app to have a calm, meditative aspect to help kids feel relaxed while practicing math. However, our research indicated that kids thrive in adrenaline-boosting environments. This raised a significant doubt that we aimed to understand during prototype testing.

Will kids find enjoyment in coloring alone for extended periods?

  1. So, what ideas did we finalize?

1

A Narrative Arc

From research, we learnt that kids, especially those between 5 and 10, LOVE STORIES. They use it as a tool to boost their imagination, cognitive abilities, emotional understanding and language skills.

2

Math Meets Coloring

We aimed to preserve the classic charm of color-by-number canvases for authenticity while infusing serene aesthetic scenes to cultivate a zen vibe. Starting with straightforward single-digit math equations, our plan was to gradually increase the complexity in future sprints.

3

Game Guide

In order to enhance engagement, foster a sense of companionship, and create a memorable and enjoyable gaming experience, we decided to design a mascot.

  1. The Prototype

Focusing on the game structure and features in the first four sprints, we created a temporary mood board with calm aesthetics to maintain a cohesive style among the team without overly concerning ourselves with visuals.

My Contribution

Designed and prototyped the third layer in the scenery which includes the trees and lake.

  1. Testing, Testing, 1-2-3!

We tested our game prototype through a participatory design session with the KidsTeam at the University of Maryland’s Human-Computer Interaction Lab (HCIL) consisting of child (ages 7-11) and adult research members. Given the diverse ages and developmental needs of kids within this team, the testing sessions were well planned as follows:

Testing Session: The Game Plan

Outcome: What did the kids think?

Will kids find enjoyment in coloring alone for extended periods?

To our surprise, kids actually ENJOYED COLORING aesthetic landscapes! Also, the narrative arc made them feel like they weren’t doing math, which is good given that most of them said that they usually do not enjoy it. However, many expressed a desire for more games and challenges, prompting us to explore these in upcoming sprints.

Also, some kids were not sure of where to start or how to go about coloring. So we decided to add a short tutorial showing how to approach coloring in the final prototype.

Preparing for Sprint 2

We noticed how kids are inherently competitive, whether in answering questions or completing tasks. So, among the many features they requested, we decided to design and test the MULTIPLAYER OPTION in Sprint 2 to enhance the fun factor, encourage friendly competition, and promote social interactions and collaboration as they were important for their growth and testing sessions.

Sprint 1

Introduction

From the get-go, we had LOADS of questions:

  1. How do we introduce coloring in the game?

  2. Do kids even like coloring? 

  3. How to make coloring interesting?

  4. How to motivate kids to practice math?

  5. What type of math questions to include?

.

.

.

yada yada yada. But we knew we had to stop and start somewhere.

That’s when we remembered our client’s emphasis on COLORING being the heart of this project. So we decided to proceed by addressing the most obvious questions:

Process

  1. But, what’s the buzz in the market?

In addition to understanding our primary target audience, it was crucial to delve into the market and analyze apps tailored for kids to absorb trends and boost creativity before designing for them. So, each of us explored both direct and indirect competitors, focussing on elements that make apps interesting to use, incorporation of art in educational apps and engaging ways of setting the stage, based on our sprint goal. We then presented our findings through lightning demos. Here are some features that stood out to us:

  1. Ideas, ideas and ideas

It was then time for my favorite part: Ideation! Since it was Sprint 1 and we were building the game from scratch, each of us sketched out numerous creative solutions to seamlessly incorporate coloring, from adrenaline-boosting to calm and meditative concepts. We then anonymously evaluated all the sketches, weighed the pros and cons, and conducted straw polling amongst ourselves and experts, shortlisting features to include in the game.

A big doubt!

Despite our experts liking all our ideas, adrenaline-boosting components were a no-go at this stage. They preferred the app to have a calm, meditative aspect to help kids feel relaxed while practicing math. However, our research indicated that kids thrive in adrenaline-boosting environments. This raised a significant doubt that we aimed to understand during prototype testing.

Will kids find enjoyment in coloring alone for extended periods?

  1. So, what ideas did we finalize?

1

A Narrative Arc

From research, we learnt that kids, especially those between 5 and 10, LOVE STORIES. They use it as a tool to boost their imagination, cognitive abilities, emotional understanding and language skills.

2

Math Meets Coloring

We aimed to preserve the classic charm of color-by-number canvases for authenticity while infusing serene aesthetic scenes to cultivate a zen vibe. Starting with straightforward single-digit math equations, our plan was to gradually increase the complexity in future sprints.

3

Game Guide

In order to enhance engagement, foster a sense of companionship, and create a memorable and enjoyable gaming experience, we decided to design a mascot.

  1. The Prototype

Focusing on the game structure and features in the first four sprints, we created a temporary mood board with calm aesthetics to maintain a cohesive style among the team without overly concerning ourselves with visuals.

My Contribution

Designed and prototyped the third layer in the scenery which includes the trees and lake.

  1. Testing, Testing, 1-2-3!

We tested our game prototype through a participatory design session with the KidsTeam at the University of Maryland’s Human-Computer Interaction Lab (HCIL) consisting of child (ages 7-11) and adult research members. Given the diverse ages and developmental needs of kids within this team, the testing sessions were well planned as follows:

Testing Session: The Game Plan

Outcome: What did the kids think?

Will kids find enjoyment in coloring alone for extended periods?

To our surprise, kids actually ENJOYED COLORING aesthetic landscapes! Also, the narrative arc made them feel like they weren’t doing math, which is good given that most of them said that they usually do not enjoy it. However, many expressed a desire for more games and challenges, prompting us to explore these in upcoming sprints.

Also, some kids were not sure of where to start or how to go about coloring. So we decided to add a short tutorial showing how to approach coloring in the final prototype.

Preparing for Sprint 2

We noticed how kids are inherently competitive, whether in answering questions or completing tasks. So, among the many features they requested, we decided to design and test the MULTIPLAYER OPTION in Sprint 2 to enhance the fun factor, encourage friendly competition, and promote social interactions and collaboration as they were important for their growth and testing sessions.

Sprint 2

Sprint 2

Sprint 2

Sprint 3

Sprint 3

Sprint 3

Sprint 4

Sprint 4

Sprint 4

Sprint 1

Introduction

From the get-go, we had LOADS of questions:

  1. How do we introduce coloring in the game?

  2. Do kids even like coloring? 

  3. How to make coloring interesting?

  4. How to motivate kids to practice math?

  5. What type of math questions to include?

.

.

.

yada yada yada. But we knew we had to stop and start somewhere.

That’s when we remembered our client’s emphasis on COLORING being the heart of this project. So we decided to proceed by addressing the most obvious questions:

Process

  1. But, what’s the buzz in the market?

In addition to understanding our primary target audience, it was crucial to delve into the market and analyze apps tailored for kids to absorb trends and boost creativity before designing for them. So, each of us explored both direct and indirect competitors, focussing on elements that make apps interesting to use, incorporation of art in educational apps and engaging ways of setting the stage, based on our sprint goal. We then presented our findings through lightning demos. Here are some features that stood out to us:

  1. Ideas, ideas and ideas

It was then time for my favorite part: Ideation! Since it was Sprint 1 and we were building the game from scratch, each of us sketched out numerous creative solutions to seamlessly incorporate coloring, from adrenaline-boosting to calm and meditative concepts. We then anonymously evaluated all the sketches, weighed the pros and cons, and conducted straw polling amongst ourselves and experts, shortlisting features to include in the game.

A big doubt!

Despite our experts liking all our ideas, adrenaline-boosting components were a no-go at this stage. They preferred the app to have a calm, meditative aspect to help kids feel relaxed while practicing math. However, our research indicated that kids thrive in adrenaline-boosting environments. This raised a significant doubt that we aimed to understand during prototype testing.

Will kids find enjoyment in coloring alone for extended periods?

  1. So, what ideas did we finalize?

1

A Narrative Arc

From research, we learnt that kids, especially those between 5 and 10, LOVE STORIES. They use it as a tool to boost their imagination, cognitive abilities, emotional understanding and language skills.

2

Math Meets Coloring

We aimed to preserve the classic charm of color-by-number canvases for authenticity while infusing serene aesthetic scenes to cultivate a zen vibe. Starting with straightforward single-digit math equations, our plan was to gradually increase the complexity in future sprints.

3

Game Guide

In order to enhance engagement, foster a sense of companionship, and create a memorable and enjoyable gaming experience, we decided to design a mascot.

Focusing on the game structure and features in the first four sprints, we created a temporary mood board with calm aesthetics to maintain a cohesive style among the team without overly concerning ourselves with visuals. Here is our Sprint 1 prototype with all the discussed features.

My Contribution

Designed and prototyped the third layer in the scenery which includes the trees and lake.

  1. Testing, Testing, 1-2-3!

We tested our game prototype through a participatory design session with the KidsTeam at the University of Maryland’s Human-Computer Interaction Lab (HCIL) consisting of child (ages 7-11) and adult research members. Given the diverse ages and developmental needs of kids within this team, the testing sessions were well planned as follows:

Testing Session: The Game Plan

Outcome: What did the kids think?

Will kids find enjoyment in coloring alone for extended periods?

To our surprise, kids actually ENJOYED COLORING aesthetic landscapes! Also, the narrative arc made them feel like they weren’t doing math, which is good given that most of them said that they usually do not enjoy it. However, many expressed a desire for more games and challenges, prompting us to explore these in upcoming sprints.

Also, some kids were not sure of where to start or how to go about coloring. So we decided to add a short tutorial showing how to approach coloring in the final prototype.

Preparing for Sprint 2

We noticed how kids are inherently competitive, whether in answering questions or completing tasks. So, among the many features they requested, we decided to design and test the MULTIPLAYER OPTION in Sprint 2 to enhance the fun factor, encourage friendly competition, and promote social interactions and collaboration as they were important for their growth and testing sessions.

Sprint 1

Introduction

From the get-go, we had LOADS of questions:

  1. How do we introduce coloring in the game?

  2. Do kids even like coloring? 

  3. How to make coloring interesting?

  4. How to motivate kids to practice math?

  5. What type of math questions to include?

.

.

.

yada yada yada. But we knew we had to stop and start somewhere.

That’s when we remembered our client’s emphasis on COLORING being the heart of this project. So we decided to proceed by addressing the most obvious questions:

Process

  1. But, what’s the buzz in the market?

In addition to understanding our primary target audience, it was crucial to delve into the market and analyze apps tailored for kids to absorb trends and boost creativity before designing for them. So, each of us explored both direct and indirect competitors, focussing on elements that make apps interesting to use, incorporation of art in educational apps and engaging ways of setting the stage, based on our sprint goal. We then presented our findings through lightning demos. Here are some features that stood out to us:

  1. Ideas, ideas and ideas

It was then time for my favorite part: Ideation! Since it was Sprint 1 and we were building the game from scratch, each of us sketched out numerous creative solutions to seamlessly incorporate coloring, from adrenaline-boosting to calm and meditative concepts. We then anonymously evaluated all the sketches, weighed the pros and cons, and conducted straw polling amongst ourselves and experts, shortlisting features to include in the game.

A big doubt!

Despite our experts liking all our ideas, adrenaline-boosting components were a no-go at this stage. They preferred the app to have a calm, meditative aspect to help kids feel relaxed while practicing math. However, our research indicated that kids thrive in adrenaline-boosting environments. This raised a significant doubt that we aimed to understand during prototype testing.

Will kids find enjoyment in coloring alone for extended periods?

  1. So, what ideas did we finalize?

1

A Narrative Arc

From research, we learnt that kids, especially those between 5 and 10, LOVE STORIES. They use it as a tool to boost their imagination, cognitive abilities, emotional understanding and language skills.

2

Math Meets Coloring

We aimed to preserve the classic charm of color-by-number canvases for authenticity while infusing serene aesthetic scenes to cultivate a zen vibe. Starting with straightforward single-digit math equations, our plan was to gradually increase the complexity in future sprints.

3

Game Guide

In order to enhance engagement, foster a sense of companionship, and create a memorable and enjoyable gaming experience, we decided to design a mascot.

Focusing on the game structure and features in the first four sprints, we created a temporary mood board with calm aesthetics to maintain a cohesive style among the team without overly concerning ourselves with visuals. Here is our Sprint 1 prototype with all the discussed features.

My Contribution

Designed and prototyped the third layer in the scenery which includes the trees and lake.

  1. Testing, Testing, 1-2-3!

We tested our game prototype through a participatory design session with the KidsTeam at the University of Maryland’s Human-Computer Interaction Lab (HCIL) consisting of child (ages 7-11) and adult research members. Given the diverse ages and developmental needs of kids within this team, the testing sessions were well planned as follows:

Testing Session: The Game Plan

Outcome: What did the kids think?

Will kids find enjoyment in coloring alone for extended periods?

To our surprise, kids actually ENJOYED COLORING aesthetic landscapes! Also, the narrative arc made them feel like they weren’t doing math, which is good given that most of them said that they usually do not enjoy it. However, many expressed a desire for more games and challenges, prompting us to explore these in upcoming sprints.

Also, some kids were not sure of where to start or how to go about coloring. So we decided to add a short tutorial showing how to approach coloring in the final prototype.

Preparing for Sprint 2

We noticed how kids are inherently competitive, whether in answering questions or completing tasks. So, among the many features they requested, we decided to design and test the MULTIPLAYER OPTION in Sprint 2 to enhance the fun factor, encourage friendly competition, and promote social interactions and collaboration as they were important for their growth and testing sessions.

Sprint 2

Sprint 2

Sprint 3

Sprint 3

Sprint 4

Sprint 4

User Flow

Once all the game features were designed and tested, we created a user flow providing a bird’s eye view of all potential states and interface paths that a player might navigate within the game. This was done to ensure seamless navigation and consistency in the game structure as we moved forward with the design of the final prototype.

Design Execution

  1. Establishing the Visual Language

For the final sprint, since each of us focussed on fully designing and prototyping a specific feature, we established a cohesive visual language through a mood board and style guide.

1

Moodboard

#Calm
#Meditative aesthetic

1

Moodboard

#Calm
#Meditative aesthetic

2

Style Guide: Typeface

#Futuristic
#Elegant
#Simple

2

Style Guide: Typeface

#Futuristic
#Elegant
#Simple

3

Style Guide: Color Palette

#Pastel
#Calm
#Meditative Aesthetic

3

Style Guide: Color Palette

#Pastel
#Calm
#Meditative Aesthetic
  1. A new game guide?

We switched from the "bald monk" (as the kids called it) to an animal mascot to enhance relatability, recognizing the widespread appeal that animals hold for children.

We finally brought everything together and designed a comprehensive game prototype.

My Contribution

Fully designed and prototyped the room customization feature for the final game prototype.

Due to some limitations with Figma's prototyping options with respect to drag and drop functionality, I made this prototype more like a guided tutorial with a realistic drag and drop simulation. Ideally, a user will be able to drop an object such as a photo frame, plant/furniture at any desired place in the room. Here are the main features in the room customization mode:

Inventory

This is a place where users can store and manage room assets. Users can choose from badges/plants/furnitures to be placed in the room at any desired location. Items will be safely stored in the inventory when removed.

Add colored canvases

Displaying kids' artworks is not only about showcasing their creations but also about nurturing their emotional well-being, fostering creativity, and building a positive and supportive environment for their development. Additionally, users can frame their canvas before displaying.

Shop decor for room

In order to teach financial literacy, decision-making, and goal-setting, we introduced a shop feature where they can purchase frames, plants or furniture for the room using coins earned during gameplay.

Drag and drop feature

I added simple gestures like click, drag, drop and scroll to make the experience smooth and accessible for K-5 kids with evolving motor skills.

A cozy ambience

I went for a natural and warm aesthetic, coupled with expansive window views, to create a soothing virtual environment. Beginning with a room sketch and design on Illustrator, I seamlessly incorporated all UI elements and prototyped it on Figma.

  1. My Other Designs

Here are the other features I designed and prototyped.

During Sprint 3 , we designed side quests to give some variety in the gaming experience. These are a fast-paced non-coloring math games, serving as an engaging alternative to coloring mode, with the opportunity to earn rewards. I conceptualized, designed and prototyped the Smash 'N' Solve game which tests the coordination between a kid's fine motor skills and analytical thinking . This prototype has been designed at a standard speed, but the actual game will have a speed customized for the player based on their initial assessment.

I designed and prototyped the Daily Rewards Wheel to allow players to redeem a free reward every day at any point during gameplay. Kids loved spinning the wheel and earning a free reward.

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Daily Rewards Wheel

I designed and prototyped the Daily Rewards Wheel to allow players to redeem a free reward every day at any point during gameplay. Kids loved spinning the wheel and earning a free reward.

  1. Testing & Feedback

In the final sprint, our objectives were to assess navigation ease, visual appeal, updates to the game guide, and overall user experience. The children showed remarkable enthusiasm during prototype testing, offering numerous creative design suggestions for future iterations. The product received enthusiastic praise from both the children and our client.

Conclusion

Impact

  • User-Centric Iteration: Incorporating key insights from kids during testing sessions, fostered a sense of acknowledgement and significantly enhanced their engagement through each sprint.

  • Stakeholder Satisfaction: Stakeholders were beyond moved by the visual and functional quality of the product and our passion for making the game more holistic. 

  • Seamless Handoff: Successfully delivered a high fidelity prototype of the game to our client, along with a comprehensive design system, documentations and Figma files for a seamless implementation.

Challenges and Takeaways

  • Testing with K-5 kids: Testing and capturing diverse feedback from kids with varying developmental needs, attention span limitations, mood swings and distractions posed challenges. This experience highlighted the importance of a well-planned strategy with engaging activities, sufficient adult partners, and different testing and feedback collection techniques.

  • Parental Control Features: Designing parental features posed dual challenges: Firstly, solely relying on parental interviews proved challenging as parents often found it hard to articulate specific preferences for a progress report. Secondly, the scarcity of available parents for interviews added complexity. The key takeaway is to diversify research methods to gain comprehensive insights using alternative approaches when direct interviews face limitations.

  • Cognitive development: Designing for K-5 children was challenging as a one-size-fits-all design will not suffice given the diverse ages and developmental needs within this demographic. The takeaway was to make game features customizable. For example, being able to play in a timed/untimed environment whenever needed.

  • Changing Project Scope: Building a game from scratch in the absence of predefined parameters and the client's open expectations introduced complexity in defining the project's design direction and requirements. This showed the importance of adaptability, collaborative ideation, and a proactive approach

Future Work

  1. Bridging the age gap in testing

Our testing team comprised members aged 7-11, inadvertently excluding representation from the crucial 5-6 age group. It will be helpful to obtain insights into the app’s usability and appeal within the specific developmental needs of the younger demographic by making alternate arrangements.

  1. Co-op Multiplayer Mode:

Having a co-op multiplayer mode will foster teamwork, reduce stress, and promote positive social interactions, as opposed to the competitive mode that may induce pressure and individual rivalry.

  1. Power-ups & Times Challenges

Adding power-ups and a timer will make the gameplay more exciting, enhance engagement, encourage strategic thinking and quick decision-making. Having the ability to turn the timer on/off when needed will ensure that the game caters to the diverse developmental needs of the target demographic.

  1. Diversify the range of math problems:

In the initial game version, our primary goal was to establish a foundational framework and introduce features to enhance the gaming experience. However, due to time constraints, we were unable to explore the integration of more complex math problems, a crucial aspect of the game. It is imperative to determine how the game will be tailored to accommodate various skill levels.

Secondary Design Challenge: Involving Parents

Secondary Design Challenge: Involving Parents

Secondary Design Challenge: Involving Parents

Secondary Design Challenge: Involving Parents

Secondary Design Challenge: Involving Parents