Child-Centered UX Design Playful Learning UX Research Prototyping

Gamification in Education

Bachelor thesis exploring how gamification, designed with UX principles, affects middle school pupils’ motivation, engagement, and learning experience through a tested interactive prototype.

Role

Lead Researcher & UX Designer - Stockholm University, 2025

Methods & Tools

Semi-structured interviews with children • Playtesting & usability testing with kids • Thematic Analysis • System Usability Scale (SUS)

Background

In an increasingly digital world, traditional classroom teaching often struggles to maintain children’s motivation and attention. While gamification is known to improve learning outcomes, most research focuses on effectiveness, not how children actually experience gamified systems.

This thesis explored gamification from the child’s perspective, combining academic research with UX design to create and evaluate a playful learning prototype tailored to middle school pupils.

The Challenge

How can playful game mechanics be designed to increase motivation and engagement - without distracting from learning or overwhelming young users?

Key constraints:

  • Designing for children with varying attention spans

  • Ensuring clarity, learnability, and accessibility

  • Balancing playfulness with educational purpose

The Solution

Through research and iterative design, I created a gamified learning prototype for social studies, designed around how children naturally engage with games. Playtesting showed that gamified learning was more engaging and enjoyable than traditional classroom learning, and most effective when used alongside teacher-led instruction.

Research

Research Goals

This project followed a User-Centered Design approach within a Design Science framework, ensuring that all design decisions were grounded in children’s real experiences rather than assumptions.

  • 1 Understand users’ needs and motivations
  • 2 Identify key pain points in the current experience
  • 3 Inform design decisions with qualitative insights

Research Process

Data Collection

Interviews with Children

Data collection began with semi-structured interviews with six middle school pupils (ages 10-11). The interviews explored:

  • Favorite and least favorite school subjects
  • Experiences with classroom learning versus learning through games
  • General gaming habits and preferences
  • Wishes for their own learning game

The interviews were audio recorded, transcribed, and anonymized. This qualitative data formed the foundation for all subsequent design decisions.

Data Analysis

Thematic Analysis

Interview transcripts were analyzed using Thematic Analysis. The process included:

  • Transcription and familiarization with the data
  • Inductive coding of meaningful statements
  • Clustering codes into categories and themes
  • Defining themes that reflected children’s perspectives

Key themes revealed patterns around motivation, clarity, competition, feedback, and task variety. These themes were used to define UX requirements for the prototype. See the thematic analysis for the children's wishes for an ideal learning game below:

Thematic analysis post-it notes for the children’s wishes for an ideal learning game.

Ideation & Prototyping

Translating Insights into Design

Insights from the thematic analysis were translated into concrete design requirements, ensuring a User-Centered Design approach. Key requirements included:

  • short, varied learning tasks

  • immediate and visible feedback

  • playful but non-stressful competition

  • clear structure and navigation

Prototyping

Stage 1

Lo-fi Prototype

Lo-fi prototype sketch

Initial sketches explored the layout and visual hierarcies of the game. See the image above for the initial sketch of the game's start page.

  • Durable form factor for repeated paw interaction
  • Visual affordance added to clarify where to press
  • Low-profile design to ensure stability during use
Stage 2

UI-kit

Physical Arduino prototype

I built a functional, Arduino-powered button to validate the interaction in real use. The prototype combined a paw-sized physical interface with simple electronic feedback and wireless communication.

  • Force-sensitive resistor to detect paw pressure
  • Sound feedback to confirm successful activation
  • Bluetooth communication to trigger phone notifications
  • Lego casing to protect electronics and enable modular iteration
Stage 3

Digital Prototype

Digital prototype

I created a simple Figma-based app simulation to demonstrate how a button press triggers a mobile notification for the owner. This allowed us to visualize and test the complete interaction flow without relying on complex backend integration.

  • End-to-end interaction from physical input to digital feedback
  • Notification clarity and visibility for the owner
  • Timing and responsiveness of feedback

Paw-Sized Activation

Button must be easy to press with a paw.

Why?

Dogs naturally use their paws to interact with objects. The button size should accommodate different paw sizes.

Non-Disruptive Design

Should not interfere with natural behaviors.

Why?

The device should blend into the environment and not create anxiety or confusion for the dogs.

Sound Feedback

Audible confirmation when pressed.

Why?

Immediate feedback helps dogs learn that their action was successful.

Mobile Notification

Alert owners when not in the room.

Why?

Enables communication even when owners are elsewhere in the home.

Testing

We conducted multiple iterative test sessions with Sandor and Nellie over several days. The goal was to determine whether dogs could learn to use the button intentionally to gain attention.

Training Approach
Phase 1
Testing with Sandor

Positive reinforcement

  • Association - Started by associating button-pressing with the “give paw” cue.
  • Independency - Gradually moved from guided interaction to independent use.
  • Attention - Reinforcement shifted from treats to attention.
Iterative Improvements
Phase 2
Testing with Nellie

Iterative changes made

  • Surface friction - The puck initially slid during pressing attempts, which distracted the dogs. I added a Wettex mat to stabilize the button, indicating that future versions should include integrated rubber grip material.
  • Sound feedback - I tested versions with and without sound. Audible feedback helped the dogs understand when an action was successful, reinforcing learning and reducing random presses.
  • Context awareness - Training began in focused one-on-one sessions and gradually shifted to more natural situations, such as when the owner was occupied. This helped the dogs generalize the interaction and use the button more intentionally.

Outcome

Both dogs were able to learn and apply the button-pressing behavior to gain attention. See the video where Nellie uses the Arduino-powered button to get my attention!

This validated:

  • That dogs can interact with physical and technological interfaces.

  • That reinforcement feedback (sound) supports learning.

  • That design can translate non-human behavior into actionable interaction.

The result was a working proof of concept, a physical-digital communication tool grounded in real user behavior.

What Did I Learn?

Designing Beyond Humans
Working with non-verbal users taught me to shift from verbal feedback to interpreting body language and subtle behaviors. It pushed me to think beyond conventional UX patterns.

The Value of Iteration
Small adjustments like reducing slippage or adding sound had a big impact on usability and learning. Iteration was essential not only for the design, but for shaping how the dogs engaged with the product.

Grounding Decisions in Behavior
Ethnomethodology and Conversation Analysis helped me ground every design decision in observed behavior. This ensured the solution was intuitive, usable, and respectful of the animal users.

Personal Reflection
This project pushed me to adapt my design mindset. It made me more observant and reminded me that user-centered design isn't just about listening. Sometimes it’s about watching quietly, noticing patterns, and building from the ground up.