bringing a game to life

Designing and coding a flower shop game to support developmental research. 

role

Product Designer & Developer

Timeline

June - Sept 2025

Tools

Procreate, Unity

Organization

Davis Media Lab

wreathies

Exploring Agency in Play

The Davis Media Lab conducts developmental research on how media and technology influence children’s learning. Many educational games offer limited choice in play, even though exploration is important for learning. However, there is little research on this topic, and so this app serves to help us answer questions about how children learn from interactive media. As the lead product designer and developer on the team, I created the game that brings this research direction to life.

game goals

  • Understand how giving children more control during play influences engagement and learning.

  • Create game variations tested at a children's museum.

my role

As the lead product designer and developer, I designed the game mechanics, created the visual assets, and built the playable prototypes in Unity. I checked in with my team and tested with children throughout the entire process.

solution preview

Start screen.

Gameplay screen.

one game, many goals

I wanted to create a game that balanced research objectives with player engagement. The game needed to be fun, intuitive, and visually appealing while collecting meaningful data.

📍

Museum of Science and Curiosity of Sacramento.

secondary research

understanding the game Landscape

To better understand the position of children’s interactive media in our society, I read up on academic papers analyzing digital learning games, played countless hours of online games, and met with a Common Sense Media director to get insight on the parent perspective. I summarized my findings into these insights.

key game elements for success

ideation

To capture themes of growth and creativity, we explored nature-inspired ideas such as gardening and flower breeding. We ultimately chose a flower shop concept where children take on the role of the shop owner, designing wreaths for customers. This idea incorporated skills like counting and spatial reasoning in an engaging way.

🧠

player objective

To encourage users to explore the map after submitting feedback, it must be easy to navigate. Users can use their prior experience with Google Maps to navigate the map.

📊

skill tested

  • Understanding fractions

  • Basic arithmetic

  • Pattern recognition

experience journeys for 2 students

Given that I was a student at the university, I was immersed enough to create 2 student personas and supporting journey experiences for each.

Experience journey map for the doubtful user persona.

ideation time

Now that our team had a solid understanding of the high-impact information and ideal user experience, we proceeded to the ideation stage.

early concept

one central map

A single map hub prioritizes high-impact campus building data.

feedback and subsequent improvements

We did follow-up testing with the same students and re-prioritized the content crucial for meeting our goals.

  • Sidebar hierarchy updated; feedback submission moved to the top.

  • Tip map removed and replaced with one relevant comfort tip.

  • Story bubble design redesigned from generic CTA to narrative card.

final design

A single, central map simplifies the experience and prioritizes the key info of campus-wide building data.

Vote breakdown adds transparency by showing how each building’s votes split. Users see totals for Hot, Warm, Comfortable, Chilly, and Cold for each building.

Success stories follow a student's comment, the fix it led to, and the comfort and energy gains that follow. This feature supports our goal to teach how building changes save energy and improve comfort.

Validation testing

We tested with 20 UC Davis students to validate our designs. Here are the results.

Map Markers

85%

understood vote size and color.

Vote Breakdown Graph

65%

reported improved understanding of temperature trends.

Map Filters

60%

found filtering intuitive and useful.

success stories

85%

learned about heating and cooling.

Next steps


learning lessons


bringing a game to life

Designing and coding a flower shop game to support developmental research. 

role

Product Designer & Developer

Timeline

June - Sept 2025

Tools

Procreate, Unity

Organization

Davis Media Lab

bringing a game to life

Designing and coding a game to meet research objectives. 

Role: Design and Developer

Timeline: June - September 2025

Tools: Unity, Procreate

Organization: UC Davis Media Lab 

Setting the scene

AGENCY IN GAMES


Many children’s apps and games feel like worksheets. Children are given few choices, although exploration is important for learning. There is little research on the topic of agency in children’s interactive media. 

I was tasked with designing and developing a game to better understand how agency affects learning.

Setting the scene

Exploring Agency in Play


The Davis Media Lab focuses on developmental research on interactive media and technology for kids. In this project, I stepped into a interdisciplinary role: designing and coding a game that explores how giving children more control in play can influence their learning.


The game is being tested at the Museum of Science and Learning (MOSAC) in Sacramento.

solution preview

Vote breakdown graph to increase transparancy.

Early concept testing

Final design

THE CHALLENGE

one game, many goals


I wanted to create a game that balanced research objectives with player engagement. The game needed to be fun, intuitive, and visually appealing while collecting meaningful data. It is now being played at the Museum of Science and Curiosity in Sacramento.

secondary research

To better understand the position of children’s interactive media in our society, I read up on academic papers analyzing digital learning games, played countless hours of online games, and met with a Common Sense Media director to get insight on the parent perspective. 

Early Insights

To succeed, the game needs:

Engagement

  1. Progressive difficulty.

  2. Recognizable patterns.

  3. Consistent level baseline.

agency and guidance

  1. Real responsibility (own decisions).

  2. Clear goals & feedback.

  3. Simple story and tutorial for context.

IDEATION

concept iDEATION

To capture themes of growth and creativity, we explored several nature-inspired ideas such as gardening and flower breeding. We ultimately chose a flower shop concept where children take on the role of the shop owner, designing wreaths for customers. This idea incorporated skills like counting and spatial reasoning in an engaging way.

To capture themes of growth and creativity, we explored several nature-inspired ideas such as gardening and flower breeding. We ultimately chose a flower shop concept where children take on the role of shop owner, designing wreaths for customers. This idea incorporated skills like counting and spatial reasoning in an engaging way.

Skill tested

Math through precise wreath orders.

OBJECTIVE

Create wreaths for customers.

TESTING ROUND 1

PRESCHOOL TESTING


My team and I visited a local preschool to get a sense of how children like our concept. We used whiteboards and flower magnets to play and asked them open-ended questions about how what they liked, wished, and wondered about the game.

Our testing setup

Our testing setup with whiteboards and flower magnets.

takeaways

satisfying clicks

The click of the magnets kept children attentive and excited.

JOY IN creating

Children took pride in the act of creating wreaths for others.

no gender bias

Both boys and girls were equally engaged.

A clearer concept

flower fraction game


We landed on a game that focused on fractions as the testable skill. The child completes 10 wreath requests, each order increasing in difficulty.

We landed on a game that focused on fractions as the testable skill. The child completes 10 wreath requests, each order increasing in difficulty.

Include an image of the flower shop concept.

Agency level

To test the effect of agency on learning, we opted for 3 versions of the game with varying levels of choice. The elements that change are client and bow selection at the end of completing each wreath.

bow

client

The two elements that change in each version.

MOST Agency

Customer and bow selection.

Medium Agency

Only bow selection.

Least Agency

Neither customer or bow selection.


With a clearer concept, I was able to move onto rendering in the game engine, Unity.

Agency level

To test the effect of agency on learning, we opted for 3 versions of the game with different levels of choice.

The two elements that change in each version. The client and bow.

MOST Agency

You select your customer and bow.

Medium Agency

You select your customer and bow.

Least Agency

You select your customer and bow.

Early game rendition in Unity.

MUSEUM TEAM TESTING


The museum team hosting our study tested our game.

next steps and reflection


Throughout November to February, the game is being played at the museum. I've been present at some of the testing sessions and the feedback has been positive.

This was my first time using the game engine Unity and there were difficulties, but overall I learned a lot about turning an idea into a working game with code.

TESTING ROUND 2

MUSEUM TEAM TESTING


The science museum team hosting our study tested our game. The test consisted of 3 children playing the game and the team gathering non-verbal feedback and asking open-ended questions at the end.

key changes made

hobby objects

To make customer selection a more conscious choice.

no autoplay

Manual arrows instead so the child decides their pace.

final designs


Intro Page

To test the effect of agency on learning, we opted for 3 versions of the game with different levels of choice.

To test the effect of agency on learning, we opted for 3 versions of the game with different levels of choice.

next steps and reflection


The game is being played at the MOSAC in the coming months.

This was my first time using the game engine Unity and I ran into issues with code constantly, but I was able to push past them. It was worth it being able to come up with an idea and make it happen. Talk about what david said it made you have a deeper apprciation for those that build apps and it piushed you out of your comfort zone.