A Little Star's Underwater Adventure

An interactive children's book that provides intrinsic engagements

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Interactive Books Lack Engagement

Interactive children's books often distract kids with flashy interactive elements and feedback, instead of providing a consistent experience that truly make kids feel like they are in control with the narrative.

“Most interactions (in interactive books) feel really disruptive and make little sense in the story.”

— MS. CHEN, PRE-SCHOOL TEACHER

“When I was a kid, I read books multiple times for the stories. Interactive books seem to distract my kids from the story; my kids also get bored with them pretty fast.”

— MR. WU, DAD WITH 2 KIDS


Creating Meaningful Interactions

Instead of adopting what regular publishing houses do: create a story first and then have "add-on" interactive elements. I proposed a game design approach which is to identify the desirable interactive elements from users first and then draft an engaging story upon those elements.

DESIRED INTERACTIONS

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Creating a Lingering Story

A STORYLINE BASED ON INTERACTIVE ELEMENTS I draft the plot structure based on the interactive elements. Each major interactive element is accompanied with a major plot point. Children role-play the underwater creatures to help a fallen star to get back to the sky, and learn about sympathy, friendships and helping others.

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DEVELOPING AN ENGAGING BACKDROP It is hard to find a backdrop that is both intriguing to kids and suitable for the diverse interactive elements. The underwater world turned out to be a great fit because its mystique sparks curiosities and the aboundance of liveforms is great for Role-Play charadter shaping.

CHARACTER EXPLORATIONS

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STORYBOARD ITERATIONS

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TRANSFORMING THE VISION After I completed the story and sketches myself, I collaborate with another visual designer, an engineer and two composers to bring life to design vision. Check of some sample stills from the interactive book.