Wonderlab

Sponsor:

Give Kids the World Village

Duration:

2022.1 ~ 2022.5

Tools:

Figma, Miro, Illustrator, Photoshop

Team:

Yuchan Wu, Jingyu Zhuang, Lori Kipp, Wish Kuo, Tongzhou Wang, Muru Chen, Xinyi Guo


WonderLab is a team of seven students at the Entertainment Technology Center. We are partnering with Give Kids the World to create an interactive experience for wish kids to explore and learn.

For more info, please check out our website: https://projects.etc.cmu.edu/wonderlab/

Project Intro

We hope to create an immersive and unique experience through a combination of physical interaction, projection-mapped walls and spatial sound.

The project will be installed in Mayor Clayton’s WonderLab, the newest attraction at Give Kids the World Village that features hands-on technology and tools to inspire a lifetime of STEAM (Science, Technology, Engineering, Art and Math) learning.

My role

UX Designer, UX Researcher, UI Designer, Graphic Designer

Final Deliverable

Digital prototype, Demo video, Preproduction package

Target Users

Aged 7-12 wish kids


Give Kids the World Village

Give Kids The World Village is an 89-acre, whimsical nonprofit resort in Kissimmee, Florida, that provides week-long, cost-free wish vacations to critically ill children and their families from around the world who want to visit Central Florida.

Background


Give Kids the World is repackaging one of their existing facilities into Mayor Clayton’s Wonderlab, a makerspace-like environment with an emphasis on STEAM learning (Science Technology Engineering Art, and Math).

A 15.7 ft wide circular room with projection-mapped walls and spatial sound. It’s envisioned as an immersive interactive environment where kids can enjoy gaming and learn new knowledge.

Since our users are aged 7-12 wish kids, the experience should be wheelchair accessible.

Brainstorming

Virtual Ride

Problem Solving

Interactive exploration

Insights

Multi-Users / Problem Solving / Physical Control

Narrow Down

Interactive Playground

Interactive Exploration

Conclusion

Like train-building fantasy / Focus on exploration / No right or wrong answer


Exploration & Design

1

Playtesting

Logistic

20 Students / Paper Testing

goal

collect users’ preference on train coloring and help our team lock down design decisions


2

Playtesting

Logistic

25 Students / Cardboard Prototype Testing

goal

  • Examine if our experience is intuitive enough

  • Examine if our table design was accessible

  • Collect users’ preference on how they want to see their train presented at the end


Insights

  • Should angled slightly and choose the bigger table

  • Prefer to see their train in a 3rd perspective

  • Find the overall experience intuitive

Story Board & User Flow


3

Playtesting

Logistic

kids from 8-10 / Two functional stations and physical prototype

goal

examine whether our physical controllers were enjoyable to interact with

set up

Insight

  • Kids like hanging around, so they need to start at any station. Therefore we add the RFID chip to store kids’ information to ensure they can start wherever they want.

  • Kids don’t understand the gameplay, so they need to quickly understand the game. Therefore we add a tutorial at the beginning.

  • Kids don’t like our music, so they want to have more interesting music. Therefore we add some animal sounds after further interview with kids.


4

Playtesting

Logistic

kids from 5-12 / Fully playable experience with physical controller

Goal

Further test out if our playthroughs are intuitive enough for our target audience. And find things to improve for each of the four stations.

set up

Design Decision

  • Kids cannot stay focus for a long time, so they want to cancel the tutorial part. Therefore we change the mechanism to ensure that some of the button cannot be activated before certain period of time.

  • Kids thought our game are only combination of minigames, so they want to have connections between each of the game. Therefore we add reminders of other stations throughout the game.

  • Kids feel like they cannot learn from the educative gear station, so they want to understand how gears work clearly. Therefore we add UI design of meters to show the relationship between speed and torque.


Final Deliverable