Nanoteer
A hybrid tablet game set introduces Nanodiamond technology to young children
Sponsored by VentureWell and UCLA
Team Diamond: Sherlan Abesamis, Joseph Park, James Gildea, Alan Lee
Inspire the Next Generation of Nanodiamond Scientists
Nanodiamond technology is growing rapidly; it is used in many applications such as replacing chemotherapy. The technology uses nano scale diamonds to carry cancer fighting medicine to a specific location without affecting other organs or parts of the body.
Our team took on the challenge and created Nanoteer, a physical and digital hybrid educational toy for ten-year-old children. Our mission is to raise cancer awareness and inspire the next generation to become Nanodiamond scientists.
Understand the patient
Science time
Combination Therapy
After gathering information inside the patient's body, the player chooses a cancer sample for testing medicine combinations on different nanodiamonds.
Lab testing is one of the critical ways nanoscientists find new drug combinations to kill cancer cells. We want the player to understand what a scientist does on a daily basis.
Battle time
Inspire the next generation
Our goal is not only to make nanodiamond science fun and easy to understand for young children, but also to appeal to parents and teachers who wish to inspire their kids through STEAM education.
Process
Start With a Curiosity
"Why isn't Nanotechnology as popular as Space science?"
We immediately asked ourselves this question when we first started the project. Both nanotechnology and space science involve exploring the unknown, but why are so many science fiction stories, such as Star Wars and Star Trek, based on space and not nanotechnology? No exciting movie, comic or TV show other than Osmosis Jones is based on biology or nanotechnology. Because of this, our goal was to create a science game that is as exciting as science fiction.
Why this
but not this?
Education Trend
Low Tech Learning
While computers and technologies are slowly entering our school's education system, there are still schools that are encouraging students to learn without technology.
Hands-on Tech
According to innovators at Re.Work's The Future of Education workshop, to reach the next generation of makers, brands should develop digital-physical products that promote self-led play.
http://0-www.stylus.com.library.artcenter.edu/vqbnyn
Tactile Learning
People start to realize that the old “sit still and do your work” model is not effective with today’s students. Instead, tactile and movement based methods are the best way for learning.
Competitors
- A set of iPad games that combine digital and physical play.
- 10 different games.
- Play digital games through real-world pieces.
- 5-12 years old
- $99-$189
- A set of modular toy robots teach young children about coding.
- 5 basic models, customizable whatever you want.
- Basic coding in the app activate the robot.
- 7-12 years old
- $160
- LeapFrog is the leader in children's educational entertainment.
- Tablet, toys, games, cartoon
- General education for kid.
- 2-4 years old
- $15-$100
Audiences
Toys, especially ones for young children, are the few product categories in which the user and buyer are not the same people. Both audiences' needs and wants are very different as well. According to research, while children are looking for toys that are fun and popular amongst friends, parents are looking for toys that have education elements. Our challenge is to design a toy/game that is fun but still teaches young children nanodiamond during the playing process.
Journey Map
Our team had settled on a user persona we called “Jake”, a 10 year old student with an interest in science. In order to figure out an approach to this project, we started mapping out a day in his life, with a focus on education.
This journey map tracks Jake’s mood throughout the day, represented by the white line, and his learning and engagement with science, represented by the circles expanding and contracting throughout the day.
In addition to Jake, we also considered his teacher and mother’s pain points throughout the day in regards to his education.
UCLA Lab Visit
Ideation
Based on trend research, concept exploration, and meeting with UCLA bio-engineer team, our team decided to focus on designing a physical and digital hybrid iPad game. Our goal is to combine a fun and interactive shooting game with real lab simulation into one educational game.
Version 1
flowchart
User testing & takeaways
- Explain each step clearly so the player can follow alone. (explain through words, video, UI, packaging...)
- Be aware of switching motions (using the controller and tapping on the screen)
- Do we need a controller?
Version 2
Physical device
The idea of the modular toy set enables the lab set to be more advanced in the game. However, the downside of this design is that it is hard to be portable. Also, because it is modular, young children can easily lose a component that causes them to be unable to play the game.
flowchart
Version 3
Physical device
The foldable pad idea allows players to play anywhere they want. The size is small enough for young children to carry around easily. However, the iPad support structure is similar to iPad cover. Therefore, we moved on to the next concept.