Timeline
6 weeks
Tools Used
Figma
Spline
Role
Product Designer
Interaction designer
What’s Problem
The Rapid Rise of Unhealthy Behavior in Children
Key Issues
- Lack of information for healthy behavior  
- Learning about being healthy can be challenging and feel unenjoyable
How can we teaches children the important of healthy habits that appeals to them?
Research Takeaways
Discovery
Secondary Research
Research topic - The benefit of Gamification
“Two meta-analysis studies, including research in different fields, show that applying gamification in education can improve cognitive, motivational and behavioral learning outcomes with small to medium effect sizes (0.25 to 0.56)”
- National Institutes of Health
Discovery
Competitive Analysis
It can very hard for kids to learn and disgust new information. But digital pet games are great way to teaching life learn in fun way. I explored popular virtual pet app to understand what made them successful and identify any missed opportunities dor improvement.
My Tamagotchi
Learned
Progression - You can level up you pet by taking care of them.
Feedback - The app had responsive and satisfying animation for every mini-game
Friendly - A Cute pet with a colorful background and UI.
Opportunities
Visualization - The simplify the home with only the main features.  
Teaching - The mini-game can explain why they need to do this things.  
Wildagotchi
Learned
Low Complexity - Simple graphics and UI Display
Friendly -Cute pixlate characters
Opportunities
Progression - Add more rewards for take care of the pet
Too Minimal - Hard understand what buttons do  
Teaching -Could add why you take care of the pet
Discovery
Main Insights
Instant Feedback from Mini-game
Simple game is a way great teach a younger users as it enhances learning, boosts engagement, and encourages habit formatting
Use Friendly Pet Character
Using a pet mascot encourages a emotional connection and increasing engagement. The pets character provides more comfort and motivation in doing tacks for the users.
Use Simple and Friendly Layout
When learning making the layout as easiest to use is best, helps users stay less stress and makes a more enjoyable experience to use.
Ideation & Experimentation
Sketches and Wirframes
From the discovery phase, I learned that there shouldn’t be more than 4  mini-game to keep the layout simple and friendly.  With feedback, I redesigned and refined the layout and case to enhance the user experience.
Solution
Turning Learning into a Game
PulsePal is a digital and physical product that uses a virtual character to make building healthy habits fun and engaging. Through interactive games, it helps users develop routines that set the foundation for a healthier future.
Learning Though Interactive Storytelling
- Engaging narrative that allows the players to care about their health the heart
- Making learning part of their adventure
Making Learning Fun and Engaging
- Using mini-games to teach complex ideas in a simple but fun way.
- Like getting exercise, good nutrition, sleeping, stress management  
- A great way to teaches the users without overwhelmed them.
Real-Time Feedback
- Get immediate feedback that encourage effort
- Gains more health when doing a good habits
- loses health when the heart take care of with mini-game
- And if not take care of, the heart past away
Project Takeaway
Though I when through some hiccups, I able to to use gamification to teach important health habits. Do to those reason, I had keep the UI and mini-games simple to stay in scope. In the future, I will like to add user research to enhances the overall experiences.
Overall, I learned
I learned to prioritize user experience over spending too much time perfecting the visual assets.
To jump into prototyping and testing as soon as possible.
I learned to use variables and videos to make interactive experiences