Transforming history learning into an outdoor interactive experience, guiding users to actively explore and complete tasks rather than passively reading or following guided tours.
Lead UX/UI Designer
Responsible for the overall interaction flow and visual interface, working closely with the team and educational stakeholders to translate historical learning objectives into a practical digital experience.
Co-planned gamified learning flows and task structures
Designed user flows and interaction logic
Established visual style and UI system
Supported development to bring the product to launch
6 months | 2024
Figma, Adobe XD, Illustrator, Photoshop, HTML, CSS, JS
User engagement exceeded government expectations during the 3-month event period
Completion rate of the full learning experience during the event period.
Integrated into Tainan’s official elementary school outdoor education curriculum
Incorporated into Tainan’s official elementary school outdoor education curriculum, reaching nearly 100,000 students
Tainan 400 is a city-wide initiative covering eight areas including education, culture, sports, and healthcare. This project developed an outdoor educational mobile game for the initiative, where participants move through designated locations via their phones and unlock tasks and interactive content at each site. The experience is open to the public, with elementary school students as the primary users. Through exploration and task completion, users gradually engage with local history. The system integrates GPS positioning, AI interactions, and task challenges to guide users through learning activities in real-world settings.
Users need to:
Because the system runs entirely outdoors, design had to account for GPS inaccuracies, network instability, and environmental interference. Users also needed to operate the interface while on the move, so everything had to be quick to understand and easy to use on the go.
Children
Fun, Immediate Feedback, Accessible
Education
Factual Accuracy, Learning Results
Government
Safe, Educational Value
In the early design phase, we consulted with museum staff and educational researchers to understand learning goals and curriculum requirements, gathering feedback on interaction flows and task structure. We also mapped out real-world constraints in the outdoor setting, including GPS accuracy, network connectivity, and site-specific interference, which informed the direction of subsequent iterations.
I was primarily responsible for:
Flow Design: Breaking historical content into gamified tasks and challenges
Interaction Logic: Defining the sequence of exploration, task unlocking, and completion, including interface feedback at each step
Visual Design: Building the visual style and UI system to support intuitive, readable outdoor use
Cross-Team Collaboration: Working with development and content teams to address technical constraints and educational requirements
The initial design was built around the “Exploration + Task Challenges” concept.
After the client demo, parts of the interaction flow needed to be rethought.
Static content, similar to traditional textbooks and museum displays, couldn’t hold this age group’s attention. We were building a digital textbook, not an engaging experience.
The client and educational partners wanted to rethink the interaction model to better align with curriculum goals and learning needs.
The timeline was tight. We needed to move fast on a significant redesign while keeping the experience understandable and motivating for users.
Iteration focus:
Based on client and educator feedback, we reworked the interaction model to ensure users could follow along, stay engaged, and build on what they were learning
We reorganized task sequences and prompt designs, simplified steps, and made it easier for users to quickly grasp each objective
We decided to rapidly develop 3 prototype levels showcasing different interaction types for a second client demo, to validate the direction of interactive learning and demonstrate its educational value.
Testing haptic feedback and creative participation
Testing physical engagement
Testing the appeal of outdoor exploration and real-world interaction
Second Version Design
We quickly developed 3 prototypes showcasing different interaction types:
Traced historical characters on the screen, turning learning into a hands-on creative activity.
Performed physical actions to complete tasks, creating a more engaging learning experience.
Testing haptic feedback and creative participation
Testing physical engagement
Testing the appeal of outdoor exploration and real-world interaction
Varied interaction types keep users engaged and reduce the fatigue that comes from repeating the same input patterns
We streamlined task sequences and prompt designs to reduce cognitive load and help users complete tasks without getting lost.
Static content failed to engage. Interactive mechanics transformed passive learning into active play. Fully pivoted to interactive design, investing in an approach that truly achieved educational objectives. Result: Secured stakeholder approval.
Building on insights from the second iteration, we established a comprehensive design framework and scaled interactive design across all 10 levels.
Core Design Principle - Diverse Interaction to Prevent Fatigue
We designed the most appropriate interaction method for each historical theme, ensuring every level
offered a fresh experience.
Yi Dance is a kind of group dance that combines the traditional arts of ritual, music, and dance. Players will experience the wonders of Row Dance and learn the movements that symbolize honoring the gods, praying for blessings, and utilizing the motion recognition features and program to determine the correct rate of the player’s action.
Learn to copy the “Bamboo Leaf Calligraphy” of the Qing Dynasty artist Lin Chao-Ying and study the styles and meanings of various ancient fonts.
Explore Tainan Park and follow the instructions to find specific tree species. Scanned by the camera, the program determines if the player has found the correct tree species.
Players can collect elements and utilize the innovative power of AI to create cross-generation personalized fashion masterpieces.
Discover the pairing of ancient and modern stationery. Learn about the history of stationery.
Recognize air raid warnings, find the right equipment, and raise your awareness of emergency response. Learn what to prepare for in an emergency by playing a quiz.
Challenge the ancient Tangram and combine them into specific shapes within the time limit, testing your spatial imagination, logical thinking, and problem-solving skills.
Listen to songs with a Taiwan flavor and challenge yourself to find the correct meaning from the lyrics.
During the Dutch rule period (1624-1662), Dutch missionaries in Taiwan used the Roman alphabet to compile a dictionary of the aboriginal language for evangelism and assist in administrative affairs. They used the Roman alphabet to teach the local people to write their language, which was the Sinkang language. The Sinkang language was later used primarily in contract documents called “Sinkang Manuscripts.” Although Sinkang adopted the Latin alphabet and Arabic numerals, it did not adopt a numeral correspondence system. For example, in Sinkang Manuscripts, “365” is written as 300605 (300-60-5). The level’s primary purpose is to let players understand the application of Sinkang Manuscripts at that time.
The game features helpful sprite guides. These charming characters enhance player motivation and emotional engagement.
This project gave me a clearer sense of what it takes to balance educational requirements, interactive experience, and real-world constraints, and how much UX decisions matter when the product is being used by kids in a park.