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Good Planet

Good Planet
Interactive Table Game Design

2019.11 - 2020.4

An interactive multiplayer table game designed to teach kids environmental awareness through play, located at the Good Planet Foundation in Paris.

Every week, children aged 6–12 visit the center for workshops on sustainability. To support their learning about food waste and recycling, as a team of three, we created a cooperative game experience using two digital tables, combining educational goals with fast-paced, joyful play.

Part 1

Understanding the space, and how kids learn through play

Role

Design Research

Period

2 Weeks

1.Site Research & Spatial Design

We conducted an on-site study of the exhibition space, focusing on Room D, where two underused interactive tables were located.

To improve accessibility and group engagement, I proposed relocating the tables side-by-side into a dedicated play zone (D2). This created a focused corner with enough visibility and room for collaborative interaction.

2.Kid-Centered Learning Model

We developed a game-based learning framework combining three key values:

  • Education: goal setting, motivation, and comprehension

  • Art: visuals, sound, and experiential emotion

  • Gaming: interaction, engagement, and feedback loops

This model follows a motivational sequence often used in early childhood learning:

"Must do β†’ Know how to do β†’ Want to do"

We studied children's attention span, emotional triggers, and learning through narrative to design a game no longer than 15 minutes, balancing excitement and comprehension.

Part 2

Turning insights into an engaging, collaborative game experience

Role

Experience Designer

Period

2 Weeks

1.Experience Flow

We designed the experience to follow the full emotional and cognitive journey of a child, from arrival to departure:

From pre-visit preparation β†’ to in-game immersion β†’ to post-game reflection β†’ and at-home extension.

To better understand their perspective, we placed ourselves in the mindset of 6–12-year-olds and interviewed Good Planet educators. This helped us identify key behavioral and emotional challenges to address.

πŸ‘€ Key design considerations:

  • Minimizing wait time during team formation to avoid early disengagement

  • Reducing frustration during role selection, especially for eager or competitive players

  • Fostering smooth turn-taking and collaboration, ensuring every child has a meaningful role and moment to contribute

These insights shaped the pacing, mechanics, and structure of the game to better support group harmony, motivation, and learning flow.

2.Concept design

To help children visualize the concept of environmental pollution, we created a "Trash Monster" character β€” a tangible enemy they could confront and fight against.

We envisioned the game as a 10–15 minute Earth-saving mission for 6–8 players, divided into two cooperative teams:

  • One team becomes the "Warrior Squad", entering the Imaginary World to battle pollution monsters and clean up waste.

  • The other team acts as "Supporters", watching the battle on the Earth, and answering environmental questions to unlock hints and help the warrior team succeed.

This structure encourages collaboration, role rotation, and a shared sense of purpose through fast-paced, mission-based play.

3.Modeling & Prototyping

For the Warrior Team, we divided one interactive table into 4 individual game zones.
Set in an imaginary world, each of the four players has their own unique gameplay view and mission.

While they can independently fight off monsters in their assigned area, they are also encouraged to help each other using cooperative skills like teleportation, creating a balance between solo action and team strategy.


Some Learnings

  1. During our early wireframe testing, we discovered a major issue: Children aged 6–12 have very different reading abilities, and many may not recognize all the words on the interface.

    To address this, we initially added a "πŸ”ˆRead Aloud" button so that non-readers could tap to hear the words spoken aloud.

    And for teachers, difficult vocabulary should be taught in advance, as part of a pre-game learning session.

  2. Concrete, visual representation is essential for kids. During gameplay, teachers play a key role in guiding attention, organizing collaboration, and helping resolve confusion.


Some Learnings

  1. During our early wireframe testing, we discovered a major issue: Children aged 6–12 have very different reading abilities, and many may not recognize all the words on the interface.

    To address this, we initially added a "πŸ”ˆRead Aloud" button so that non-readers could tap to hear the words spoken aloud.

    And for teachers, difficult vocabulary should be taught in advance, as part of a pre-game learning session.

  2. Concrete, visual representation is essential for kids. During gameplay, teachers play a key role in guiding attention, organizing collaboration, and helping resolve confusion.


Some Learnings

  1. During our early wireframe testing, we discovered a major issue: Children aged 6–12 have very different reading abilities, and many may not recognize all the words on the interface.

    To address this, we initially added a "πŸ”ˆRead Aloud" button so that non-readers could tap to hear the words spoken aloud.

    And for teachers, difficult vocabulary should be taught in advance, as part of a pre-game learning session.

  2. Concrete, visual representation is essential for kids. During gameplay, teachers play a key role in guiding attention, organizing collaboration, and helping resolve confusion.

Have a project in mind? Feel free to drop me a line.

UX Design & Illustration & Web Dev

Β©2025 Made with πŸ’›

Have a project in mind? Feel free to drop me a line.

UX Design & Illustration & Web Dev

Β©2025 Made with πŸ’›

Have a project in mind? Feel free to drop me a line.

UX Design & Illustration & Web Dev

Β©2025 Made with πŸ’›