Overview
Problem
Traditional environmental education fails to connect the dots for young learners. Children struggle to see how their everyday actions ripple through environmental, social, and economic systems. Without holistic perspective or tangible feedback, sustainability stays abstract — and abstract knowledge 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
Design Response
A tangible + AR puzzle system for ages 7–10 that turns sustainability into something children can see, touch, and rebuild.
Multi-modal learning — physical puzzle pieces grounded in tactile feedback, paired with AR reveals that visualise consequences.
Reversible play — children can undo, redo, and experiment, creating a safe space for trial and error.
Cause-and-effect reveals — completing a puzzle triggers AR overlays that show how local choices cascade through ecosystems.
Self-validating feedback — visual cues, mechanical detents, and AR rewards let children self-correct without adult guidance.
Overview
Conceptual Impact
Award-recognised
Awarded for the innovative application of gamification frameworks to hybrid physical-digital learning.
Functional MVP
Engineered by integrating tactile puzzle mechanics with Arduino, RFID sensors, and Adobe Aero.
Design Decisions
From Research to Framework: Applying Gamification Principles
The research surfaced three principles — active manipulation, real-world context, story-driven roles — but principles alone don't tell what to build. I needed a framework that translated motivation into concrete mechanics.
I applied Yu-kai Chou's Octalysis Framework, mapped against the 4 Phases of a Player's Journey to identify which motivational drivers would sustain engagement across the full play arc.
Iteration
Player’s Journey
Octalysis told me which drives to design for. The 4 Phases of a Player's Journey told me when — sequencing those drives across Discovery → Onboarding → Scaffolding → Endgame so engagement builds over time.

With motivational drivers and journey phases mapped, the next decision was concrete: which sustainability themes, and which physical mechanics — would best deliver each phase?
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
Building an A1-scale physical poster with embedded electronics is expensive to iterate — every miscalculated dimension means wasted materials, fabrication time, and components. To de-risk the build, I prototyped the entire system digitally at 1:1 scale in 3D before cutting any material.
This digital-first approach let me simulate user interactions, verify mechanical functions at real-world scale, and catch dimensional and mechanical issues before they became fabrication problems.
Cube rotation clearance test
Verified sufficient spacing between rotating cubes to prevent jamming during 90° turns. Catching this issue in the digital stage to avoid problem that would have required re-cutting after fabrication.
Servo-driven door lock test
Tested a U-shaped servo mechanism for the Zone 3 → Zone 4 unlock compartment. Validated motor torque, component clearance, and release reliability before committing to the physical build.
Prototype
Playtesting & Iteration
Before final delivery, I ran 5 testing sessions using Think-Aloud Protocol + post-session interviews, observing how participants navigated the puzzle independently — no designer guidance, just the booklet and the help character. These sessions revealed several friction points:

Friction 1 — Cube rotations lacked self-validation
Observed: Participants struggled to verify if their cube rotations were correct, repeatedly checking for external confirmation.
Why it mattered: Self-validation is core to the "discover solutions independently" goal. If users need adult confirmation, the autonomy collapses.
Fix: Redesigned cube faces with a visual alignment system — correctly rotated pieces form a complete picture, giving immediate self-validation without external feedback.

Friction 2 — RFID readers failed intermittently (hardware diagnosis)
Observed: The RFID readers detecting energy tokens failed inconsistently across sessions — not a usability issue, but a system reliability one.
Diagnosis: Traced the issue to voltage instability affecting current draw across the readers.
Fix: Resolved through re-soldering connections, switching libraries, and stabilising power through capacitor integration — diagnosed and repaired at the circuit level to ensure reliable operation.

Friction 3— Voice-over delivered knowledge too fast
Observed: The voice-over format delivered educational content too quickly without visual context, leaving participants unable to absorb the information while engaging with the AR scene.
Why it mattered: Educational content is the purpose of the AR reveal. If users can't process it, the learning loop breaks.
Fix: Redesigned the format 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.















