OVERVIEW
IMPACT
Shifted emotional assessment from adult-facing data collection to child-led reflection
Established a flexible design system to support future feature expansion
Early feedback showed the experience felt friendly, safe, and easy for young learners
The Challenge
Most emotional tools in schools are designed for adults. They focus on data, tracking, and reporting. Children are asked to share feelings, but have little control over how those feelings are expressed or interpreted. This leads to Low trust, Shallow engagement, Emotional check-ins that feel like tests.

Design Goals
Research & Understandings
We worked closely with educators and client stakeholders to understand how children aged 8–13 experience emotional tools in learning environments. While we did not interview learners directly, the client shared synthesized insights from prior research and classroom observations.
In parallel, we reviewed existing emotional wellness and assessment tools to understand common interaction patterns.
What we learned:
Adult-controlled flows: Kids had little agency over what they shared
Heavy reliance on reading: Text-based assessments were hard to access
Gamification that felt like grading: Most tools rewarded behavior, not reflection


Synthesis
I worked with the team in a workshop to review research findings, align on priorities, and shape the core concept for EMi.

Exploring the Right Direction
We explored five early design directions, from character evolution to dashboard-based flows. One early concept used an island metaphor, where learners built a personal space through daily check-ins. User feedback revealed an issue.
Some learners associated the island with being alone, which conflicted with our goal of emotional connection. We shifted to a world-building concept, a more open and connected environment that felt playful, safe, and emotionally supportive without reinforcing isolation.
User Flow & Journey and Gamification system
Together with the team, we ran a workshop to map the core user flow, focusing on all the users (learners, educators, caregivers) are interacting to each others.
We also devoted time to planning the game loop and strategy to maintain a logical in-game currency economy. Here are some design artifacts related to the game loop and reward system.
Drag to see more detail 👀


Core Experience Design

Reflections
EMi ✺ CONCEPT → PILOT ✺ Web App



