Education through intertwined print and interactive media.
In response to the ever-evolving digital landscape that exists nowadays, Forbes tasked us to design the future of their online experience with the goal of bringing new users to the site, as well as increasing retention of existing users.
DETAILS
Designer
12 Weeks
9 Designers
PURPOSE |
For elementary school teachers, it can be difficult to make the assigned curriculum interesting and engaging for their class. I an eight other designers teamed up to create a matching card game that teaches about symbiotic relationships, teamwork, accepting help, and so much more.
PROJECT GOALS
Strike the balance between a childs imagination and the
education they are partaking in.
While keeping the game as simple as possible, provide enough context for teachers to immediately jump into the topic.
Because the curriculum is already defined for teachers, the game and experiences should fit into existing required topics.
RESEARCH + STRUCTURE
We started by finding existing symbiotic relationships in nature, focusing in on how each animal helps one another and how we could translate that into an illustrative result. My letters for the project were G, T, and Y.
A large part of our research process was devoted to identifying existing pairings within nature that could cover every letter of the alphabet. Although time-consuming, this was important to create these pairings as they are the pillars of our project. My letters for the project were G, T, and Y.
Because all nine of our group members had different ideas of what the playing cards should look like, I led a rapid ideation exercise in which each designer got four index cards, and was given a single minute to quickly sketch out their idea before moving onto the next card. This exercise allowed us to quickly produce a myriad of potential solutions before narrowing down and discussing which sketches stood out to us.
Because all nine of our group members had different ideas of what the playing cards should look like, I led a rapid ideation exercise in which each designer got four index cards, and was given a single minute to quickly sketch out their idea before moving onto the next card. This exercise allowed us to quickly produce a myriad of potential solutions before narrowing down and discussing which sketches stood out to us.
After establishing a collective group of iterations for our card game, we set to establishing a final template for our cards. As this game is for a young audience, we had to make sure our information was both digestible, as well as well-balanced with the illustration.
04 ─ SOLUTION
With the structures set up for both our card game as well as our interactive experience containers, we branched out to individually design our card illustrations and our tablet interactions, allowing each group member to put their own mark on the project.
Because all nine of our group members had different ideas of what the playing cards should look like, I led a rapid ideation exercise in which each designer got four index cards, and was given a single minute to quickly sketch out their idea before moving onto the next card. This exercise allowed us to quickly produce a myriad of potential solutions before narrowing down and discussing which sketches stood out to us.
I took careful consideration to allow a player to be satisfied with my playing cards illustrations while still keeping in mind that these would be used for educating young students. My cards are a glimpse into an animal's habitat, engaging a student through depth and exciting visuals.
Because all nine of our group members had different ideas of what the playing cards should look like, I led a rapid ideation exercise in which each designer got four index cards, and was given a single minute to quickly sketch out their idea before moving onto the next card. This exercise allowed us to quickly produce a myriad of potential solutions before narrowing down and discussing which sketches stood out to us.
Because all nine of our group members had different ideas of what the playing cards should look like, I led a rapid ideation exercise in which each designer got four index cards, and was given a single minute to quickly sketch out their idea before moving onto the next card. This exercise allowed us to quickly produce a myriad of potential solutions before narrowing down and discussing which sketches stood out to us.
INTERACTIVE COMPONENT
To introduce a fun and interesting navigational interaction, we imagined a spinning wheel that allows a student to quickly scroll and find their favorite letter, keeping the exploration of the letters at the forefront.
INTERACTIVE COMPONENT
In addition to playing the interactive experience, a student can easily view the cards pairing as well as information on how the two animals interact and help one another exist. This allows for an easy educational opportunity, while keeping the matching component of the print media.
INTERACTIVE COMPONENT
As a secondary form of navigational entry to the cards, we included a grid view that shows a visual of each card, allowing students who may be more visually inclined to exploring the cards to still easily navigate the container.
CONCLUSION
From the ground up, our team built a print and interactive experience that was intertwined on several different layers. By utilizing our collaborative skillset and establishing set interaction and design standards, we were able to rapidly prototype and produce a product that was just as interactive as it was fun to use. In the future, we would love to be able to expand this even further through a gamification of the matching card game process, and also be able to offer teachers the prints and cards for free as a means of educational resources!
You can view the rest of the card deck and my groupmates work at this fancy link.
Because all nine of our group members had different ideas of what the playing cards should look like, I led a rapid ideation exercise in which each designer got four index cards, and was given a single minute to quickly sketch out their idea before moving onto the next card. This exercise allowed us to quickly produce a myriad of potential solutions before narrowing down and discussing which sketches stood out to us.
LIAM MADIGAN
CHICAGO, IL
© 2024
LMADIGANDESIGN@GMAIL.COM