Exploring 400 Years of History Through Interactive Play
Lead UX/UI Designer
Responsible for end-to-end UX/UI design, including interaction design for 10 game levels, visual system, user research and cross-functional collaboration with project managers, engineers, educators and government stakeholders.
6 months | 2024
Figma, Adobe XD, Illustrator, Photoshop, HTML, CSS, JS
Increased user engagement during the 3-month event period
Completion rate achieved during the 3-month event period.
Integrated into Tainan’s official elementary school outdoor education curriculum post-launch.
Elementary Students Reached
Tainan 400 is a major citywide initiative celebrating the 400th anniversary of Tainan’s founding, encompassing 8 key sectors including education, culture, sports, and healthcare. As Taiwan’s historical birthplace—comparable to New England’s role in American history—Tainan serves as the cultural foundation of the nation. This educational mobile game leverages GPS, motion detection, and AI technology to transform Tainan Park into an interactive learning environment. Through 10 gameplay levels, the experience targets children aged 7-12 and families, enabling them to explore 400 years of Taiwanese history through hands-on engagement.
The scope of Tainan’s history is overwhelming for elementary students. Additionally, modern children expect fast-paced, immediate-feedback experiences—making traditional passive learning methods ineffective.
Children
Fun, Immediate Feedback, Accessible
Education
Factual Accuracy, Learning Results
Government
Safe, Educational Value
23 Student
2 Rounds
10~15 Minutes
We conducted observational usability testing with 23 nine-year-old students in two rounds. Each 15-20 minute session involved observing play patterns, attention span, engagement behaviors, and collecting direct verbal feedback.
Round 1: Static Content Testing
To validate our initial design direction, we tested a prototype featuring elaborate historical illustrations, text descriptions, and simple tap interactions.
These are Version 1
Key Findings:
Testing revealed that elementary students lacked patience for text-heavy content, losing focus within approximately 2 minutes.
Most students found it boring. While initially attracted to the visuals, the lack of meaningful interaction diminished their willingness to learn.
Fewer than 30% of students completed three levels—a critical red flag for a product targeting children.
“It feels like I’m reading an e-book.”
- Student Yang“The pictures are pretty, but it’s so boring.”
- Student Lin❌ Students lost focus within 2 minutes
❌ Text content was largely skipped
❌ Direct feedback: “This is boring”
❌ Few students completed all 3 test levels
Static text and images—similar to traditional textbooks and museum exhibits—failed to maintain this age group’s attention. We were creating a digital textbook, not an engaging experience.

Strategy: Rapidly develop interactive prototypes and let data drive the decision.
Our response strategy was to rapidly validate the feasibility of the new direction. We decided to let data lead—quickly developing 3 prototype levels showcasing different interaction types for a second round of testing, using real results to demonstrate the value of interactive design. We selected three representative interaction approaches:
Testing haptic feedback and creative participation
Testing physical engagement
Testing the appeal of outdoor exploration and real-world interaction
Round 2: Interactive Prototype Testing
We quickly developed 3 prototypes showcasing different interaction types:
These are Version 2
Testing haptic feedback and creative participation
Testing physical engagement
Testing the appeal of outdoor exploration and real-world interaction
Key Findings:
Interactive design tripled average engagement time. Children stopped asking “How much longer?” and started requesting “One more time!” Physical participation and instant feedback successfully sustained their attention and involvement.
Interactive mechanics transformed learning into play. Children shifted from passive "forced learning" to active exploration, with motivation changing from extrinsic to intrinsic.
The final design achieved a 90% completion rate—a 3x improvement compared to the estimated < 30% for static content. This validated the success of our interactive design strategy.
Metric
Static Content
Interactive Design
Engagement Time
~2 minutes
6-8 minutes (3x)
Student Feedback
“This is boring”
“One more time!”
Completion
Few completed 3 levels
90% completed all
Replay Interest
None
High
Learning Retention
Low
Students recalled content
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 the validated success from the second round of testing, 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.
Increased user engagement during the 3-month event period
Completion rate achieved during the 3-month event period.
Integrated into Tainan’s official elementary school outdoor education curriculum post-launch.
Elementary Students Reached