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Macro
System Thinking
Research
Strategy

Micro
Implementation
UI/UX Design
Prototyping

Phase 2.0: It's a whole new phase of the first project (From July to December 2021)

Strategy Level

Project Overview

   Project Background   

In July 2021, due to high communication costs and the need to tailor content for the Chinese market, our team decided to independently handle the entire process of developing new courses from 0-1 instead of just optimizing the design from ABC Mouse team in the US.

Project Background

2018 - 2021 Workflow:Optimization

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Syllabus

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Contents Planning

Game interaction Design

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Game UI Design

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Optimization

2021 - 2022 Workflow:Self-development

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Syllabus

Contents Planning & Game Design & Visual Design & Programming & User Test 

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   The Goal   

Designed the entire spring 2022 Logical Thinking course in three months.

   Challenges   

Challenges

Lack of Experience

Lots of new members on the team

The team has no experience to draw on

Tight schedule

Before: 2 months to optimize a unit

Now: 1 month to create a unit

 Few People

3 Interaction Designers

3 Illustrators

4 Developers

2 Product Managers

2 Educators

   My Role & Responsibilities   

Role & Responsbilities
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Interaction Designer

Early Stage:

Collaborated with the team to set interim goals and test new workflows.

Mid-Stage:

Conducted extensive research to understand the online education industry and designed a new framework.

Mid to late Stage:

Designed various interactive games based on knowledge points.

Late Stage:

Developed and conducted usability testing for prototypes.

Understanding
Users & Gamification & Education

Way to face the challenge of Lack of Experience

   Research   

Research objective: Understand behaviors of 3-8-year-olds to design interactive games tailored for them, promoting enjoyable learning experiences.

Research Framework

I employed the player framework to conduct thorough research on Users, Actions, Objects, and Feedback to gain a comprehensive understanding of gamification closure.

Actions

Children's behavior and cognition

Feedback

Objects

Game Mechanics
Scenario building
Design Principles

Users

Child Psychology
Battler Player Type

Users

Our users, aged 3-8, align with Piaget's preoperational stage. They exhibit traits associated with the Explorer and Achiever in the Battler Player Type.

0-2

Sensorimotor stage

Relies on senses and movement to learn the environment

2-7

Preoperational stage

Using symbols to understand the world

7-11

Concrete operational stage

Manipulating symbols in different ways

Formal operational stage

Allows for abstraction and reasoning

11+

Acting

Killer

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Conquer and destroy

Achiever

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Rewards, Points, Passes

Rewards, Points, Passes

Rewards, Points, Passes

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Explorer

Socializer

Surprise, Discovering and learning new things

Player

Helping people Conversations Dressing up

World

Interacting

Exploration-based games

Curiosity: Like to explore, love nature, lack of focus

Achievement-based games

Sense of accomplishment: Become a hero, challenge the unknown, keen to collect

I - directedness: Hypothetical game, difficult to think differently

Conclusion:Our users 3-8 year-old children more likely to be Achiever and Explorer

Actions

I conducted Action research, assessing the young users' Ability (how well they can act), Motivation (why they act), and understanding of Rules (knowing the act).

Ability

Align with the mental and physical abilities of young users

Motivation

Infuse a sense of play into the learning experience

Rule

Create clear and understandable rules for young users

Ability
How well the young users are able to act?

Explorer

3-5 years old

Achiever

6-8 years old

Self-centered, animistic, unable to inductively deduce, love to imitate, easily suggestible, love to play, inquisitive, helping others

Have challenging and adventurous goals
Have a certain value orientation
Have a strong desire to win
Prefer positive inferred outcomes
Have a strong sense of competition
Calculate personal gains and losses
Have a positive attribution reflection

No challenging and adventurous goals
Often triggered to act intuitively by stimuli
Does not have a strong desire to win
Desire for the unknown
Likes to speculate on unknown results
Likes novelty and freedom to mix and match
Strong sense of self-satisfaction

Motivation
Why act?

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 Freely interact with the game's elements

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Protagonist Assumptions

Acquire and collect

Feeling challenged but manageble

Victory and praise

"I want to see what would happen if I click here

"I can do well, I'm going to score and get more...

Explorer

Achiever

Changeable interface

To explore more places and trigger more feedbacks

Curious of what will happen

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Rule
Knowing how to act?

 Requirements of Game Rule

Understandable and clear

Align with user cognition

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Recognized by people

Young Players

Willingness to try things out

Rules requirements to our users

Instinctive action

Ensure concise and clear operating rules with room for trial and error

Align with educational standards

Conclusion:3-5 years old users are Explorers, we can design more exploratory games with more fun effects and feedback.
                        6-8 years old users are Achievers, we can more challenging games with goals, scores, and rewards.
                        Game rules should be simple and clear, aligning with user cognitive levels and providing ample room for mistakes.

Objects

Effective games continuously motivate player engagement. Core drivers for users, such as a sense of purpose, uncertainty, and growth, are incorporated to meet diverse user needs.

 Source: Chou, Yu-Kai, and Dingjun Wang. You Xi Hua Shi Zhan Quan Shu = actionable gamification: Beyond Points, badges, and leaderboards. Taibei Shi: Shang ye zhou kan, 2017.

Epic Meaning

Accomplishment

Social influence

Unpredictability

Avoidance

Scarcity

Ownership

Enpowerment

Feedback

For educational games targeting children to maintain sustained engagement, positive feedback should be strong, specific, and surprising, while negative feedback should be mild. All feedback triggered by actions should be timely, and delayed feedback creating scarcity can be employed in long-term incentive systems.

Positive Feedback

“Amazing!” "Wow!"

" Wonderful!"

"What a nice Painting! Nice Job, [User name]!"

Negative Feedback

"You will be a great artist in the future! Trust me!"

Appropriate for high-reward scenarios, extending the overall game lifecycle, and enhancing user stickiness by incentivizing engagement during scattered time intervals.

Wrong answer slightly sway + Encouragement

Delayed Feedback

Strong Feedback

Warning Sound

Suitable for activities requiring high and prolonged user engagement, continuously motivating to achieve a state of "flow."

Instant Feedback

Strategy

Way to face the challenge of tight schedule and lack of human resources

   Strategy   

We discovered the need to balance the level of gamification (indicating the appeal of the game) with the associated time and cost.

Efficiency

Compatibility

Fun

Compatibility

Fun

Cost

   Solution   

Based on research and discussions, we've decided to design three games with varying degrees of gamification and development costs to balance User Ability, Knowledge Transfer, and Fun.

A. General Type:Efficient

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40%

Clear and easy to understand
Low cost

B. Scene Type:Cost-effectiveness

Let users feel and learn the knowledge in a scene

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40%

C. Fun Type:
User experience

Allow users to apply what they have learned in interesting and customized scenarios

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20%

Fun

User requirement

Ability

User Motivation

User's properties

Knowledge

Case Level

A. General Type

A. General Type

40% A Type: This type of game supports extensive knowledge checkpoints with low development costs. In design, we focused on operational rules, UI, UX, and feedback to create a "learn while playing" experience rather than a typical quiz format.

Connecting Questions

Tangram

Grid Placement

Judgment Questions

3D Questions

Listening Single-Choice 

Design simple, easy-to-understand and universal games using conventional interaction design methods

B. Scene Type

B. Scene Type

40% B Type: These integrate knowledge assessment into real-life scenarios, offering high engagement with moderate reusability and development costs. In the design process, we incorporated content related to Quality Education, fostering life skills and fundamental qualities through positive storytelling.

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Knowledge check point: Matching quantity to number

Numerical range: Within 50

Basic logic: Count the number of items on the left and choose the number that corresponds to it

   Knowledge   

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   Quality Education   

“ Education is never just about mastering knowledge, it is also about developing basic skills and helping children develop a complete and healthy personality

   Design   

Interaction

Drag and Drop

Utilize interactions familiar to young users that align with the given scenario.

Scene & Element

Building blocks

I opted for building blocks, familiar elements in the real world for young users, to enhance understanding.

Goal

Packing toys for friends

The act of giving gifts to friends is a popular and positive expression of gratitude. Users can learn this valuable behavior through the game.

   Wireframe   

3. Ending: Creating a sense of surprise and engagement

1. Drag-and-drop operation: Label the corresponding numbers by quantity

2. High point feedback: Tearing paper (user's preferred behavior) and packing the gift box

   UI UX    

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Original UX Sketch file

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Final Effect

Observation: DIY Cloth

Number: Catch Fish

Gravity: Ball Throwing Game

   Some other games I designed    

C. Fun Type

C. Fun Type

10% C Type: Fun Type games are placed at the end of Friday's class. Despite higher production costs, we aim to conclude the week with a positive user experience, reviewing the week's knowledge and encouraging users to return on Monday for continued learning. Fun type educational games incorporate gamification insights, as exemplified in this case designed to spark curiosity and create a sense of achievement and surprise.

Rule: AAB ABA

   Knowledge   

Shape: Matching contours

Orientation: Horizontal, vertical orientation

   UI UX    

Jungle Adventure: Natural scenes full of unknown challenges to stimulate the desire to explore

01 Beginning

Light up stones

Knowledge: Shape - Outline matching
How to play: Drag and drop the correct gems to the corresponding position, the screen is gradually lit up

Features: Natural and Interesting progressive feedback to drive the plot

02 Development

Strange bushes

Knowledge: Space - Horizontal orientation
How to play: Listen to the audio and click on the grass in the corresponding position as required

Features: Positive feedback will randomly trigger a different dynamic effect, bringing surprise and freshness to users

03 Climax

Go away! Little monster!

Knowledge: Space - Vertical orientation
How to play: Listen to the voice and hit the correct position as required

Features: Create a challenge, fun feedbacks, and offer users the joy of victory

04 Results

Fix the gem mining car

Fix the gem mining car

Knowledge: Laws-ABA
How to play: Find out the correct law and fill in the missing wooden blocks

Features: Create surprises and explain the ending (Sending gems to a village )

   Result   

This game ranks first among 300+ games with a completion rate of 97% and holds the top spot in user satisfaction.

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 Results

   Data   

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The project launched on schedule.
Within the first month, the app's average

DAU increased from
26,890 to 45,914.

Users consistently logging in daily rose
from
27% to 41% compared to pre-launch.

   Moments   

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