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WILD CARD

BRIEF

Wild Card is a physical card game that helps post-quarantine children of 4-7 years old explore shape, texture, color, and size in a fun and interactive way.

DETAIL

Product Design
‍Visual Design
UX Research
Usability Testing

TIMELINE

5 weeks

TEAM

Ben Wu
Cameron Lee
Lea Hidaka
Madi Kim
Michelle Weng
Mina Lim

PREVIEW

There’s a world to explore!

Children impacted by the pandemic have missed out on opportunities for interactive learning and socialization due to quarantine measures.

Wild card is an educational card game that addresses this gap by encouraging players to draw a card featuring an animal, texture, and descriptive words. They then seek out real-life objects that fit the bill.

PROBLEM

Fixing the quarantine gap.

The pandemic has significantly impacted the cognitive and social development of children, especially for those in the developmental stage of 4-7 years old. Due to quarantine measures and the shift to online learning, children lack quality primary education and basic communication and collaboration skills.

RESEARCH

How do they work and play?

We researched child development milestones of children aged 4-7 years old, and conducted a competitive analysis on existing pandemic-specific play products.

User Group

Competitive Analysis

Pandemic-specific play products were created to fill the social needs of both children and their adult relatives. We analyzed three products: Amazon Glow, LEGO Education SPIKE Essential, and the Yoto Player.

Insights: expensive, distracting, tech-heavy.

We gathered three key insights from the research:

  • Storytelling fosters creativity and problem solving, increases engagement with educational toys.
  • New products created during the pandemic came with a hefty price point ($99-$320).
  • Some products rely heavily on technology that kids may not fully understand at their age.

In conclusion,

During the pandemic era, 4-7 year-old children develop better with engaged and interactive settings while learning the distinctions between color, shapes, texture, and sizes with physical toys.

OPPORTUNITY

How might we foster cognitive and social development of adolescent children post quarantine?

IDEATION

Tactile exploration + social interactions.

To get our ideas down, we delve straight into crazy eights, using pen and paper to sketch out all the possible solutions. Then we put them all into a quadrant analysis.

From the chart, we decided to branch out to more of an analog type of toy. We were especially drawn to ideas that include physical activities and engagement with surroundings, which would help children better develop spatial awareness and problem-solving skills after quarantine.

We combined two ideas together: a physical card game featuring various levels, colors, shapes, textures, and sizes, and players will find real-life objects that meet the criteria and verify them using a scanner.

Next, we created concept sketches detailing the functions of the card holder and built-in technology.

And then a moodboard for the form factor:

ITERATION

14 hours of prototyping!

Our team spent the weekend gathering materials and bringing our vision to life. We came together and went through three stages of iterations:

Animal Card Design

We decided to use animals as an analogy to better convey the meaning of “texture” to children. Initially we used stock photos of real animals, but realized they were less relatable and inconsistent for children. We replaced them with animal cartoons to make them more visually appealing and to stimulate children’s imagination.

Logo Development

The name “Wild Card” came from our focus on exploration and curiosity, encouraging players to venture into the world and discover the unexpected. We included visual elements such as a magnifying glass, playful colors, and animal textures to capture the essence of joy within the game.

Card Holder

The card holder is designed to provide immediate feedback and validation for the gameplay experience, and give players full autonomy to play the game independently. By scanning objects and automatically ejecting matching cards, the system turns the game into an interactive and dynamic experience.

FINAL DESIGN

Introducing, Wild Card.

Wild Card is an innovative educational game that combines traditional card gameplay with interactive technology, challenging children to explore their surroundings and discover matching objects through a unique verification system, fostering curiosity and learning in an engaging way.

Rules

  1. Select the difficulty level via the slider on the side of the card holder.
    (Easy = 1 word, Medium = 2 words, Hard = 3 words)
  2. Read or have the parents read the words on the card.
  3. Find an object that matches the attribute(s).
  4. Press the side button on the card holder to activate the scanner.
  5. Scan the object.
  6. If successful, holder glows green, music plays, and card slides out from the side slot.
Cognitive Emphasis
Social Emphasis
Emotional Emphasis
Critical thinking
Observation skills
Pattern/color/texture recognition
Collaborative play
Communication skills
Compromise/conflict resolution
Resilience
Sense of achievement
Excitement/engagement
REVIEW

Out in the wild.

After completing the final design, we brought the prototypes to two participatory users for usability testing. From this, we gained valuable feedback for the next phase of the Wild Card journey.

Usability Testing

Next Steps

REFLECTION

The Wild Card journey!

Draw the wild card

When my team was given the design challenge, we took on an unconventional and playful route. Throughout this process, we explored so many wild ideas and kept on brainstorming more. It was so much fun, and it completely changed the way I approach the ideation process.

Teamwork!

This was my first time working on a design project with more than five people. We all brought together so many different perspectives and ideas that we were able to leverage our individual strengths and build upon each other’s creative processes. I would consider it a very rewarding and lucky experience.

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