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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   

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

Lack of Experience

Lots of new members on the team

The team has no experience to draw on

   My Role & Responsibilities   

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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.

Challenges
My Role & Responsbilities

Interaction Designer

Understanding
Users & Gamification & Education

   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

Feedbacks

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

Action

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
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?

Surprise

Socializer

Multiple interactions

Repeat game with different results

Helping people

Expanding horizons

Conversations, dressing up

Diverse feedback

Free exploration & Fun feedback

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Interesting interaction with a high degree of freedom of operation

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Sense of accomplishment

Being encouraged

Manipulability

Protagonist

Challenged

Winning

Protagonist Assumptions

Acquire and collect

Feeling challenged

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...

Conclusion:3-5 years old users are Explorers, we can design more exploratory games with more fun effects and feedbacks
                        6-8 years old users are Achievers, we can more challenging games with goals, scores, and rewards

   Strategies   

Fun & Compatibility  to control costs

Efficiency

Compatibility

Fun

Compatibility

Fun

Cost

04 Methods:

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Keep learning children's education

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Analyze and summarize to control costs

Analyze and summarize to control costs

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Standardize the process and develop specifications

05 Analyze and Summarize :

Fun & Compatibility  to control costs

Efficiency

Compatibility

Fun

Compatibility

Fun

Cost

05 Analyze and Summarize :

06 Solutions :3 types to meet efficiency and user experience

A. General Type:Efficient

B. Scene Type:Cost-effectiveness

Fun

User requirement

Ability

User Motivation

User's properties

Knowledge

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Let users feel and learn the knowledge in a scene

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40%

40%

Clear and easy to understand, high compatibility

C. Fun Type:
User experience

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

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20%

Connecting Questions

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A. General Type:

Tangram

Grid Placement

Judgment Questions

3D Questions

Listening Single-Choice 

(Learn more in the intern section on the previous page)

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

B. Scene Type:

Knowledge points & Quality education

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Number sense: Matching quantity to number

Limit value: Within 50

New knowledge: Digits, Tens

01 Requirement

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

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

02 Quality education

03 Ending: Creating a sense of surprise and engagement

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

02 High point feedback: Tearing paper (user's preferred behavior) and packing

04 Results:Block factory - Packing blocks by quantity to send to friends

Observation: DIY Cloth

Number: Catch Fish

Science: Ball Throwing Game

03 Design Process

Interaction

Drag and Drop

Building blocks

Elements

Scenes

Packing toys for friends

Goals   Feedback

C. Fun Type:Interest Guidance

01 Requirement:  Increase course completion rates and motivate users to keep buying courses

Shape: Matching contours

Orientation: Horizontal, vertical orientation

Rule: AAB ABA

What kind of games can attract users while meeting the needs of the product?

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02 Gamification Research

USERS

Child Psychology
Battler Player Type

USERS

Actions

Children's behavior and cognition

Feedbacks

OBJECTS

Game Mechanics
Scenario building
Design Principles

Piaget's theory of cognitive development

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+

Battler Player Type

Acting

Killer

刀.png

Conquer and destroy

Achiever

钱.png

Rewards, Points, Passes

Rewards, Points, Passes

Rewards, Points, Passes

数据探索.png
社交-合作.png

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

Actions

Motivation
Why act?

Have the feeling of playing

Achiever

5-8

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

Sense of accomplishment
 

Manipulability
 

Protagonist

Being encouraged

Challenged

Winning

Multiple interactions
 

Surprise
 

Repeat game, different results

Expanding horizons

Socializer

Helping people

Conversations, dressing up

Diverse feedback

Protagonist Assumptions

Acquire and collect

Explorer

3-5

"I wanted to see what would happen

Feeling challenged

Victory and praise

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Free exploration
Fun feedback

Free exploration
Fun feedback

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Interesting interaction with a high degree of freedom of operation

Rules
Knowing how to act?

Ability

What is the user's ability?

Rules that can be understood by users

Meet the user's physical and mental characteristics

· Simple and clear operation rules, providing room for trial and error
· Comply with educational rules (daily cognition, pedagogical cognition)

Achiever

Explorer

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

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

Fun Type Case

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

01 Beginning

Light up the stones

Point: 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

Point: Space - Horizontal orientation
How to play: Listen to the voice 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

Chase away the little monster

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

Features: Create a challenge, Fun feedback, and offer users the joy of victory

04 Results

Fix the gem mining car

Point: Laws-ABA
How to play: Reason the correct law and fill in the missing wooden blocks

Features: Create surprises and explain the ending (collect gems)

Ranks No.1 in all the 300+ games

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No. 1 in completion rate and user popularity

* The game interfaces were drawn by graphic designers

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