Overview
Problem
Traditional environmental education fails to connect the dots for young learners. Children struggle to see how their actions affect environmental, social, and economic systems. Without holistic perspective or tangible feedback on their choices' impacts, they can't grasp sustainability's long-term effects. This fragmented approach results in poor retention and decreased motivation to engage with environmental challenges.

represents the decline in environment sensitivity and behaviour engagement between ages 7-18

was the average score students achieved on cognitive skills in the NOAA National Environmental Literacy Assessment
Overview
Project Vision
Transform environmental education through tangible, gamified experiences
Enable learning through play with hands-on interactive gameplay
Reveal interconnected impacts by showing how choices affect systems
Convert abstract concepts into concrete understanding and lasting memories for everyday application
Core Features
Developing a Solution
From Research to Framework: Applying Gamification Principles
After analyzing how children learn through play, I systematically translated these insights into design decisions. I identified a gap between knowing what works and understanding why these approaches drive engagement.
I applied Yu-kai Chou's Octalysis Framework mapped against the 4 Phases of a Player's Journey to analyze which motivational drivers would best support learning about environmental topics.
Player’s Journey

Iteration
Design Decision: Choice of Sustainability Theme
Using Octalysis insights, I explored 5 sustainability themes and designed gamification mechanics with physical interactions that make environmental impacts tangible for children to see, touch, and understand.
Prototype
System Architecture
The poster (594mm × 841mm) features five puzzle modules in numbered zones, each representing a sustainability challenge. Accompanying booklets provide knowledge and mission guides. Click each zone to explore design details and interaction mechanics.
Prototype
Digital Prototyping for Physical Accuracy
For this large-scale poster with multiple interactive elements, I began with a 1:1 scale 3D model to validate dimensions and test interaction mechanics before physical prototyping. This digital-first approach allowed me to simulate user interactions, test ergonomics, verify mechanical functions at actual size, and minimize material waste.
I tested the rotation of the cubes, ensuring sufficient space between them to prevent jamming during rotation
I tested this door locking mechanism using a servo motor with U-shaped components to secure and release the door
Prototype
Playtesting & Iteration
During my prototyping phase, I conducted playtesting to observe how intuitively children interact with the tangible puzzle elements and engage with the AR experience. These sessions revealed several friction points.

Players struggled to verify if cube rotations were correct. I redesigned cube faces with a visual alignment system where correctly rotated pieces form complete pictures, providing immediate self-validation.

RFID readers intermittently failed to detect correctly placed energy tokens. After identifying voltage instability issues, I resolved the problem by re-soldering connections, switching libraries, and stabilizing power through capacitor integration to ensure reliable operation.

The voice-over format delivered knowledge too quickly without visual context. I redesigned it using readable text and motion graphics, allowing learners to process information at their own pace while engaging with the AR scene.
What I learned?
Assumptions vs. Actual Insights
Initial design concept came only from research and observations. Usability testing confirmed hypotheses like immediate feedback's value, but revealed unexpected friction. This reinforced that designing for children requires designing with them
Designing for Inclusion
I was initially drawn to visually striking designs with bold colours and varied typography—but the options felt overwhelming. I returned to fundamentals, studying accessibility-focused design guidelines and the reasoning behind each decision. This shifted my focus from aesthetics to inclusion.
If I had additional time, I would…
Market Viability
I would research the market viability of a collapsible or modular version. Hypothesizing that portability is key for classroom adoption, I’d refine the physical form factor to be more compact.
Expand AR interactivity
Currently, learners passively view the AR scene. I would add two-way interactions—allowing children to manipulate virtual elements, transforming passive observation into active engagement and strengthening memory retention.















