Arms of Primates

“The Arms of Primates”, a mobile game that teaches the concept of the evolutionary tree and how the taxonomy is organized. I developed this app to be implemented either by public educators or possibly by zoo exhibits or natural history museums. 

Year
2023-2024

Client

Thinkful

Services
Product design, Market and User Research, Prototyping and Testing, Collaboration and Continuous Learning

  • Educational games have a reputation. What do you think of when I say “educational game?” I bet maybe boring, monotonous, and other things like that. See, the thing with educational games is you either have a fun game with a “theme” of education, but fails at actually teaching anything. Or we have the flip side, where the focus is on equation and the video game element is rushed or is not given too much thought or finesse, so there is no enjoyment received, so they may as well just read the book over the information that the game is trying to cover. It’s a tricky balancing act, maintaining interest while also teaching a complex subject and have the information stick.

  • How do I create an educational game that balances fun and education?

    What will keep the target audience wanting to explore more?

    I’ll start by tackling the first problem, I’ll create an app based on data I collect and test it and find out what makes it interesting. But then I’ll have to face the additional challenge of keeping them engaged past the initial interest of the novelty of the game itself.

    With this project I faced some unique obstacles, one of which was not having users from my ideal demo group, for this I reached out to groups of current or retired teachers who were teaching or who have taught the target demographics, as well as getting insight into their way of thinking to inform my secondary persona.

    The other was having to keep in mind accessibility and keeping within that for my primary user. I tried to balance simplification with engaging elements. I also asked for insight from my spouse, who works with a varying age group of children.

    • Ensure the game’s content is based on verified scientific research, with accurate depictions of primate evolution, taxonomy, and phylogenetic relationships.

    • Design interactive mechanics (e.g., drag-and-drop phylogenetic trees, quizzes, or branching narratives) that make learning engaging.

    • Adapt difficulty levels for different age groups (e.g., simplified versions for kids, detailed cladograms for advanced learners).

    • Offer a freemium model (free base game with paid expansions, such as additional primate species or advanced evolutionary concepts).

    • Consider subscriptions for schools or institutions needing classroom integration.

    • Customize product aesthetics to align with the style and expectations of specific target audiences.

    • Integrate data dashboards for teachers/parents to monitor learning progress.

First Steps

Research to establish scope of each feature that was presented to me every quarter.

Build-a-tree Competitive analysis

Competitive analysis of MetaZooa

Flexibility

New information gathered through Evolving research forced me to think on my feet when designing for both the educational elements, and the “fun” factor for the game.

Initial sketch of user flow

A Journey map based on one of the main personas I developed for the project

One of the main personas developed for the projects

Consistency

Now to the design elements. This is where I really needed to implement a lot of the fun and engaging elements that would be vital to the balance of the educational elements and research done.

Exploration in the app logo

A few of the overlaid monkeys within the app when learning the evolutionary tree

One of the selectable pre-designed profile images to select from. Each was a different monkey species.

Layout of a couple of the final screens of the mobile game