Project Overview
Phase 1 - Discover
Phase 2 - Analyze
Phase 3 - Design
Phase 4 - Test
Reflections
MathVentures

K-5 Educational Math Game

MathVentures is an educational paint-by-number application designed to foster a positive relationship with mathematics among children aged 5 to 11 years. The app is the brain child of our client, Dr. Renee Hill, a former K-12 educator turned university professor who was motivated by both her own prior math stress and her children’s experience with math anxiety.


This case study outlines how our team introduced a new game mode into an app with already established visuals and functionality at the end of our 8 month long capstone project for the completion of our graduate program. My team inherited this project from the previous cohort who completed the initial design phase.

Timeline
April - May 2024
Role
UX Designer / Researcher
Tools
Figma
Team
5 Member Team
Intended Gameplay
CHALLENGE
How can we engage users in a way that keeps the app interesting and educational while setting it apart from other paint-by-number games without including a story mode?
SOLUTION
We created Adventure Islands, an interactive self-paced game more that does not require a fully developed story and mirrors level progression that is familiar with users.

DESIGN PROCESS

discover
analyze
design
test

Discover

During this phase of the project we ensure that all team members fully understand the sprint’s goals and scope. Once we have a solid understanding, we can begin planning how to conduct research.

WHERE TO BEGIN?

After working on this project for 7 months, our team touched base with our client to ensure that we met all of the expectations for the minimum viable product. We were informed that it was not possible for a content writer to be brought on to complete the story for story mode, and ultimately decided to remove the mode from the game.

Without story mode, we had to figure out how to engage users in a way that keeps the app interesting and educational while setting it apart from other paint-by-number games. In order to do this, we need to understand what keeps users motivated and engaged in games.

Previous Home Screen
Previous Story Mode Map
USER RESEARCH

Earlier in the project, we had a co-design session with the University of Maryland’s KidsTeam. The session took place in December 2023, and we asked nine children aged 7 - 12 what types of rewards kept them motivated to play games. We used line judging and design journaling, two techniques appropriate when conducting user research with young children.

LINE JUDGING

Participants completed an activity called line judging. During line judging, a line of tape is placed on the floor and participants are presented with a question with two options. They indicate their preference between the two options by standing on the line of tape closest to one of the options. They also have the option to stand in the middle if they have no preference.



Previous Home Screen
Previous Story Mode Map
DESIGN JOURNALS

Following line judging, participants were given the chance to put their thoughts into a design journal. During this activity participants were allowed to sketch, write, and share any of their ideas. To ensure that the activity remained on topic, participants were given the following prompt: If you could design your own reward for doing well in a math game, what would it be?

Previous Home Screen
Previous Story Mode Map

Analyze

Recordings and notes from the testing session were complied and analyzed as a team.

INSIGHTS FROM RESEARCH
🔓

Unlocking secrets is key

Some users expressed that they enjoyed secret rewards becoming available, such as unlocking hidden levels or surprise power ups. They noted that surprises kept them engaged because they would know that a reward was coming but they wouldn’t know when.

👕

Customization and choice are important

The most reported motivator was the ability to earn customization rewards. This includes items that allowed users to change a character’s appearance or decorate a physical space in a game.

💰

Money should not replace gameplay

Users did not enjoy games that made them feel like they had to pay to advance the game or to access helpful features. They wanted to be able to enjoy the gamed in its entirety without paying extra.

📈

Variety keeps users engaged

Users stated that games that had repetitive or very similar levels did not interest them. They wanted the game to feel familiar while having enough variety to keep them motivated to return to the gamer and keep playing.

DESIGN SUGGESTIONS

During the user research sessions, we learned about what keeps children motivated to play games. We initially used the results from the research to improve the reward system After reanalyzing all of the data and summarizing the research findings, we created the following design ideas:

1

Keep the Rewards: The new game mode should have minimal impact on the reward system. Users expressed that rewards were a big motivator for them, therefore we should not change them.

2

Show Progress: The new game mode has to give users an idea of how much they have played and accomplished. Showing progress could empower users and allow them to track rewards like secret levels.

3

Consistency: Although the story cannot be finished, the original premise can still be used. Users voiced their approval of the on screen character and overall gist of the story. It can be repackaged in the new mode.

4

Choice: Having the ability to make their own decisions was extremely important to users. The new game mode must give users a reasonable amount of freedom and autonomy.

Design

Recordings and notes from the testing session were complied and analyzed as a team.

BRAINSTORMING

After reanalyzing our prior research, we had a brainstorming session. We were mindful to keep our research insights top of mind. We played around with the idea of having a skill tree that explicitly states different math skills and whether or not a user has mastered the skill. We also considered having an interactive map that users could color in as they progress through the game.

Whiteboard from a Brainstorming Session
Team Brainstorming Session

Low Fidelity Wireframes of a Skill Tree

FINAL CHOICE

We decided on Adventure Islands. In this new game mode, users can decide to visit different islands. Each island has its own mathematic operation that will appear in all of the levels, and users can access any island at any time, giving them the chance to choose what they would like to play. A Tutorial Island was included to ensure users could review how to play at any moment.



Adventure Islands was made with expansion in mind. The client expressed wanting to launch push the game to development as soon as possible, even without having every feature fully designed. This new game mode allows for more levels and islands to be created with no definite cap.

Low Fidelity Wireframes of Adventure Islands

DESIGN SUGGESTIONS REVISITED

Before building high fidelity screens or prototype, we made sure that the new game mode met the design suggestions that we gained from our research.

1

Keep the Rewards: Adventure Islands makes no changes to the rewards system. Users will still receive XP and collectibles as they play the game.

2

Show Progress: Each island will have a map with levels that are color coded to show which levels are completed, unlocked, and locked. This ensures that users can see how much they have advanced at a quick glance.

3

Consistency: We do not have to make any changes to the introductory story in order to implement the new game mode.

4

Choice: There is no restriction of users visiting different islands, meaning that they have the option to choose which mathematic operator they want to practice at any time. They also have the option to replay the tutorial when they need a refresher.

HIGH FIDELITY SCREENS
animation of Adventure Islands
TUTORIAL ISLAND

A Tutorial Island was included to ensure users could review how to play at any moment. This was included because multiple research participants tested an earlier version of the app, but did not remember how to play the game. We anticipate future users may need a gameplay refresher if they take long breaks in between playing.

Adventure Islands World Map
Tutorial Island
HOME SCREEN

The home screen was updated to highlight the two main game modes; Adventure Islands and Artist Mode. The irregular shapes were removed to create more simplistic and visually consistent aesthetic.

Previous Version of Home Screen
Updated Home Screen

The Prototype

A high fidelity prototype was created and includes all basic features of the game. The prototype includes a lot of the team's work, including a revised onboarding and tutorial flow, a newly designed hints feature, and more.

Test

To ensure that Adventure Islands was a solid replacement for Story Mode, we conducted observational user testing with the clients’ 2 children. Both users have tested earlier versions of the app and expressed surprise and excitement at the new game mode. They liked that they could explore every island, and were able to fully understand the game mode from the tutorial.

User Exploring New Game Mode
Users Completing Game Tutorial

Reflections

Here is a quick snapshot of the lessons I have learned from this experience.

  • Internal secondary research can save the day. With the time constraints and restrictions on completing user research with young children, we had to relay on prior research that was already completed. Reanalyzing the data helped guide our design decisions.
  • Consistent communication = catching problems. Having open lines of communication with our client allowed us to receive constant feedback on the design. Through this feedback we were able to make changes and catch mistakes before they became bigger problems later on.
  • Design systems are worth the investment. Having a design system made it quick and easy to create screens and maintain consistency throughout the project. Although the time required to create a design system is very costly, it saved the team time in the long run.

Timeline

April - May 2024

Role

Project Management
UX Design / Research

Tools

Figma
Miro

Team

5 Member Team

MathVentures

K-5 Educational Math Game
MathVentures is an educational paint-by-number application designed to foster a positive relationship  with mathematics among children aged 5 to 11 years. The app is the brain child of our client, Dr. Renee Hill, a former K-12 educator turned university professor who was motivated by both her own prior math stress and her children’s experience with math anxiety.

This case study outlines how our team introduced a new game mode into an app with established visuals and functionality at the end of our 8 month long capstone project for the completion of our graduate program. My team inherited this project from the previous cohort who completed the initial design phase.

Why Redesign?

A review of the food experience posted on TikTok went viral in August 2023. The video showcases large fun familial events, but the current website is formal and stiff. The goal is to craft a visual identity that makes the brand more recognizable and shifts the visual tone to align with the friendly and inviting experience show on social media.

Before diving in head first, I created a customer journey map of the current experience of discovering The Family Reunion and visiting their website. The lack of social media presence requires potential guests to visit the website instead of going directly to a branded account. The extra step of having to leave a social media platform to search for more information gives users the chance to become distracted before visiting the website. A strong brand identity combined with dedication social media exposure would make The Family Reunion stand out and could potentially increase attendance.
animation of intended gameplay

The Problem

After working on this project for months, our team touched base with our client to ensure that we met all of the expectations for the minimum viable product. We were informed that it was not possible for a content writer to be brought on to complete the story for story mode, and ultimately decided to remove the mode from the game.

Without story mode, we had to figure out how to engage users in a way that keeps the app interesting and educational while setting it apart from other paint-by-number games.
Home screen with story mode
Home screen without story mode

Solution

We created Adventure Islands, a progressive, self-paced game mode that does not require a fully developed story and mirrors level progression that is familiar with users. The game mode gives users the option choose with mathematic operation they would like to practice and to replay any levels. The updated design also allows for the development of more levels in the future.

Design Process

research
brainstorm
design
test

Research

Due to time constraints, the team was unable to conduct new user research. Instead, we used data from a previous research to guide this phase of the project.

Earlier in the project, we had a co-design session with the University of Maryland’s KidsTeam. The session that took place in December 2023, and we asked nine children aged 7 - 12 what types of rewards kept them motivated to play games. We used line judging and design journaling, two techniques appropriate for user testing young children.

We learned that users felt motivated to play games because they received achievements, such as unlocking new levels or collecting items. Research conducted by the previous capstone team also revealed that story mode was a very popular game mode among users

Line Judging

Participants completed an activity called line judging. A line of tape is placed on the floor and participants are presented with a question with two options. They indicate their preference between the two options by standing on the line of tape closets to on of the options. They also have the option to stand in the middle if they have no preference.

Participants were asked to explain the rationale behind their decision after each question. During our testing, we asked participants questions about what kinds of rewards they would prefer when playing games. Through line judging we gained insights in what kept users motivated to continue playing games, such as customization and achievements, and what features pushed them away from certain games, such as gameplay that requires money to advance.
Participants during line judging activity 1
Participants during line judging activity 2

Design Journals

Following line judging, participants were given the chance to put their thoughts into a design journal. During this activity participants were allowed to sketch, write, and share any of their ideas. To ensure that the activity remained on topic, participants were given the following prompt:

If you could design your own reward for doing well in a math game, what would it be?

This activity was a creative outlet for many participants. Those who were more quiet or did not participate in line judging had the opportunity to express their opinions in a different way. It was imperative to have research activities that were age appropriate and made participants feel comfortable.

From the journals we noticed that participants wanted personalization, rewards that advance gameplay, and freedom to choose from different types of rewards.
Design journal depicted character customization
Participants drawing in their design journals

Key Findings

We learned that users felt motivated to play games when they received achievements, such as unlocking new levels or collecting items. The kids voiced that they enjoyed games that allowed for customization, such as being able to change a character’s appearance, using emotes, or decorating a physical space within the game.

Users viewed repetitive games as boring and were not fond of games that they described as pay-to-win.
achievements
customization
collectibles
a whiteboard of our brainstorming session

Brainstorming

Thanks to our prior research, we understood that users felt motivated to play games that offered some type of reward. We decided that we would only make changes to how the levels were presented to the user and keep the game mechanics and rewards the same as they had been in story mode.

Creating a new game mode was essential because we needed a unique way for users to track progress. The goal of the app is to relieve number anxiety and practice math. This requires users to have some visualization of their progress as they completed levels and practiced different types of math.

We considered using a skill tree, but ultimately deciding against it because it felt too much like school. In the end, we choose to implement Adventure Islands because of how much it mirrored the format of popular match3 games, like Candy Crush, that were familiar to our users.
low fidelity wireframes of a skill tree
low fidelity wireframes of Adventure Islands

Design - Main Screens

We decided on Adventure Islands. In this new game mode, users can decide to visit different islands. Each island has its own mathematic operation that will appear in all of the levels, and users can access any island at any time, giving them the chance to choose what they would like to play. Users also have the freedom to replay any level that they have already completed.

Adventure Islands was made with expansion in mind. The client expressed wanting to launch push the game to development as soon as possible, even without having every feature fully designed. This new game mode allows for more levels and islands to be created with no definite cap.
animation of Adventure Islands

Design - Tutorial

A Tutorial Island was included to ensure users could review how to play at any moment. This was included because some of or participants also tested the version of the app that the previous cohort designed in the past, but did not remember how to play the game.
Adventure Islands World Map
Tutorial Island

Design - Home Screen

The home screen was updated to highlight the two main game modes; Adventure Islands and Artist Mode. The irregular shapes were removed to create more simplistic and visually consistent aesthetic.
previous version of the home screen
finalized version of the home screen

User Testing

To ensure that Adventure Islands was a solid replacement for Story Mode, we conducted observational user testing with the clients 2 children. Both users have tested earlier versions of the app and expressed surprise and excitement at the new game mode. They liked that they could explore every island, and were able to fully understand the game mode from the tutorial.
users exploring Adventure Islands during testing
users completing tutorial during testing

Handoff

After the final user testing session, the team prepared thorough documentation for client handoff. This document outlined key design decisions, providing insight into the choices made to enhance user engagement and learning outcomes. It also included a detailed description of the gameplay mechanics and how users should interact with the game to solve problems and progress through levels.

The Prototype

A high fidelity prototype was created and includes all basic features of the game. The prototype includes a lot of the team's work, including a revised onboarding and tutorial flow, a newly designed hints feature, and more.
View Protoype

Reflection

This experience taught me to put faith in our prior research.

MathVentures was my team’s graduate capstone project. We began working on the project in October 2023 and had to make an extreme pivot in April 2024.  With limited time and without the possibility of doing more exploratory research with our target users before designing, our team had to move quickly.

The research we conducted at the beginning of the project helped guide our next steps as we prepared for our client handoff. This project reignited my love of user research.

Reflection

Attempting to create a brand identity for a young company without a clear brand identity or direction was a bit more difficult than originally expected. This project opened my eyes to the importance and complexity of branding. This branding opportunity gave me the chance to put the high energy of Black culture and  the soft disorganization of a family gathering in print and digital form.

Color, shapes, and patterns played a major role in the shaping of the brand. The color palette was selected specifically because it borders on chaos and holds a lot of personality, much like an actual Family Reunion. Overall, this project opened my eyes to the stories and user flows that be created from color and patterns alone.

This project stretched me outside of my comfort zone by requiring me to make decisions that impacted the rest of my design choices. I look forward to updating this project by adding a detailed branding kit after gaining some more experience.

Reflection

Attempting to create a brand identity for a young company without a clear brand identity or direction was a bit more difficult than originally expected. This project opened my eyes to the importance and complexity of branding. This branding opportunity gave me the chance to put the high energy of Black culture and  the soft disorganization of a family gathering in print and digital form.

Color, shapes, and patterns played a major role in the shaping of the brand. The color palette was selected specifically because it borders on chaos and holds a lot of personality, much like an actual Family Reunion. Overall, this project opened my eyes to the stories and user flows that be created from color and patterns alone.

This project stretched me outside of my comfort zone by requiring me to make decisions that impacted the rest of my design choices. I look forward to updating this project by adding a detailed branding kit after gaining some more experience.

Next Project

Family Reunion Visual Identity

Take dive into the world of branding and discover how I transformed the visual identity of a food festival.