Education, Game UX/UI

cogro : A virtual pet service that helps children

build a sense of responsibility while having fun

cogro : A virtual pet service that helps children

build a sense of responsibility while having fun

4.5/5 rating indicated a more responsible, positive user experience.

4.5/5 rating indicated a more responsible, positive user experience.

Problem

Problem

Reduced social responsibility opportunities for only children due to low birth rates

Reduced social responsibility opportunities for only children due to low birth rates

Opportunities to learn responsibility and empathy through sibling relationships are decreasing.

Opportunities to learn responsibility and empathy through sibling relationships are decreasing.

Solution

Solution

A virtual pet game designed to foster responsibility

A virtual pet game designed to foster responsibility

It offers an alternative way for children to experience care and empathy through daily interaction.

It offers an alternative way for children to experience care and empathy through daily interaction.

Problem

Problem

Low birth rates limit responsibility learning through sibling relationships

Low birth rates limit responsibility learning through sibling relationships

South Korea ranks last worldwide in fertility: 0.72

South Korea ranks last worldwide in fertility: 0.72

2023: 0.72 births per woman

South Korea

Japan

U.S

Diminished opportunities to learn responsibility

Diminished opportunities to learn responsibility

With the rise of only children, opportunities to naturally learn social roles through care and conflict are disappearing.

With the rise of only children, opportunities to naturally learn social roles through care and conflict are disappearing.

“A study of 139 elementary students found that only children were less preferred in peer group evaluations.”

“A study of 139 elementary students found that only children were less preferred in peer group evaluations.”

Kitzmann, K. M., Cohen, R., & Lockwood, R. L. (2002). Are Only Children Missing Out? Comparison of the Peer-Related Social Competence of Only Children and Siblings. Journal of Social and Personal Relationships, 19(3), 299–316. https://doi.org/10.1177/0265407502193001

Kitzmann, K. M., Cohen, R., & Lockwood, R. L. (2002). Are Only Children Missing Out? Comparison of the Peer-Related Social Competence of Only Children and Siblings. Journal of Social and Personal Relationships, 19(3), 299–316. https://doi.org/10.1177/0265407502193001

literature review

literature review

Actions that help build responsibility in children aged 6–8

Actions that help build responsibility in children aged 6–8

Option 1

Teaching them to own their actions

Teaching them to own their actions

-

Parents feel burdened disciplining.

-

Discipline relies on parents, making it hard.

Kitzmann, K. M., Cohen, R., & Lockwood, R. L. (2002). Are Only Children Missing Out? Comparison of the Peer-Related Social Competence of Only Children and Siblings. Journal of Social and Personal Relationships, 19(3), 299–316. https://doi.org/10.1177/0265407502193001

Kitzmann, K. M., Cohen, R., & Lockwood, R. L. (2002). Are Only Children Missing Out? Comparison of the Peer-Related Social Competence of Only Children and Siblings. Journal of Social and Personal Relationships, 19(3), 299–316. https://doi.org/10.1177/0265407502193001

Option 2

Having them help with chores after getting stickers

Having them help with chores after getting stickers

-

Low intrinsic motivation

-

Actions turn transactional

-

Praise systems lack sustainability

Kitzmann, K. M., Cohen, R., & Lockwood, R. L. (2002). Are Only Children Missing Out? Comparison of the Peer-Related Social Competence of Only Children and Siblings. Journal of Social and Personal Relationships, 19(3), 299–316. https://doi.org/10.1177/0265407502193001

Kitzmann, K. M., Cohen, R., & Lockwood, R. L. (2002). Are Only Children Missing Out? Comparison of the Peer-Related Social Competence of Only Children and Siblings. Journal of Social and Personal Relationships, 19(3), 299–316. https://doi.org/10.1177/0265407502193001

Option 3

Raising a pet

Raising a pet

+

Pets build responsibility

+

Improves emotion control and empathy

Kitzmann, K. M., Cohen, R., & Lockwood, R. L. (2002). Are Only Children Missing Out? Comparison of the Peer-Related Social Competence of Only Children and Siblings. Journal of Social and Personal Relationships, 19(3), 299–316. https://doi.org/10.1177/0265407502193001

Kitzmann, K. M., Cohen, R., & Lockwood, R. L. (2002). Are Only Children Missing Out? Comparison of the Peer-Related Social Competence of Only Children and Siblings. Journal of Social and Personal Relationships, 19(3), 299–316. https://doi.org/10.1177/0265407502193001

However

However

Many can’t keep pets

Many can’t keep pets

Money

Time

Family consent

Allergy

Then...

Then...

What about virtual pets?

What about virtual pets?

Would people really perceive them as real?

Would people really perceive them as real?

Opporturnity & Target

Opporturnity & Target

Alpha generation perceives virtual interactions

as emotionally meaningful, contributing to their character development.

Alpha generation perceives virtual interactions as emotionally meaningful, contributing to their character development.

Feel comfortable in virtual worlds as in the real one

Feel comfortable in virtual worlds as in the real one

Positive emotional reactions (like laughing and talking) were much higher with human or animal characters than with abstract ones.

Positive emotional reactions (like laughing and talking) were much higher with human or animal characters than with abstract ones.

78%

78%

The virtual character

feels like a friend.

The virtual character

feels like a friend.

*P. L. Marshall, M. Slater, and A. Steed. 2021. I’m in his belly!: Children’s Responses to Different Types of Virtual Characters in VR. In Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI ’21). Association for Computing Machinery, New York, NY, USA. DOI: https://doi.org/10.1145/3459990.3460723

*P. L. Marshall, M. Slater, and A. Steed. 2021. I’m in his belly!: Children’s Responses to Different Types of Virtual Characters in VR. In Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI ’21). Association for Computing Machinery, New York, NY, USA. DOI: https://doi.org/10.1145/3459990.3460723

Affects children’s personality development

Affects children’s personality development

There are now many educational systems that use virtual environments.

There are now many educational systems that use virtual environments.

The experience of raising a virtual pet can influence children’s identity formation & personality development.

The experience of raising a virtual pet can influence children’s identity formation & personality development.

A. Seto and K. Goto. 2024. Understanding Children’s Avatar Making in Social Online Games. In Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI ’24). Association for Computing Machinery, New York, NY, USA. DOI: https://doi.org/10.1145/3706598.3713262

A. Seto and K. Goto. 2024. Understanding Children’s Avatar Making in Social Online Games. In Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI ’24). Association for Computing Machinery, New York, NY, USA. DOI: https://doi.org/10.1145/3706598.3713262

Hypothosis

Hypothosis

Alpha generations are likely to feel that virtual pets are real

Alpha generations are likely to feel that virtual pets are real

Form Factor Study

Form Factor Study

Balanced between realism and durability: Home + XR glasses setup

Balanced between realism and durability: Home + XR glasses setup

Pet Robot

Pet Robot

Character Dynamics

Character Dynamics

Realism

Realism

+

+

Most similar in shape to a real pet

Most similar in shape to a real pet

-

-

Limited facial expressions

Limited facial expressions

-

-

Break easily : Kids ages 6–8 often play rough with toys

Break easily : Kids ages 6–8 often play rough with toys

-

-

Expensive & sophisticated but hard to make durable

Expensive & sophisticated but hard to make durable

Tablet Game

Tablet Game

Character Dynamics

Character Dynamics

Realism

Realism

-

-

Lacks realism and differentiation

Lacks realism and differentiation

-

-

Seen as a game, not a pet, causing short engagement.

Seen as a game, not a pet, causing short engagement.

-

-

Hologram Device

Hologram Device

Character Dynamics

Character Dynamics

Realism

Realism

-

-

Pet is trapped inside the device, limiting freedom

Pet is trapped inside the device, limiting freedom

-

-

Lowers engagement and excitement

Lowers engagement and excitement

-

-

-

-

Hologram Device + XR Glasses

Hologram Device + XR Glasses

Character Dynamics

Character Dynamics

Realism

Realism

+

+

Allows diverse pet designs

Allows diverse pet designs

+

+

Lets the pet move freely, like a real one.

Lets the pet move freely, like a real one.

-

-

High initial production cost

High initial production cost

-

-

“Virtual pets offer greater accessibility and usability than real or robotic pets, providing a valid alternative companion experience in limited environments.”

“Virtual pets offer greater accessibility and usability than real or robotic pets, providing a valid alternative companion experience in limited environments.”

Rault, J.-L. (2015). Pets in the Digital Age: Live, Robot, or Virtual? Frontiers in Veterinary Science, 2. https://doi.org/10.3389/fvets.2015.00011

Rault, J.-L. (2015). Pets in the Digital Age: Live, Robot, or Virtual? Frontiers in Veterinary Science, 2. https://doi.org/10.3389/fvets.2015.00011

Behavioral Design Strategy

Behavioral Design Strategy

Teaching Responsibility Through Pet Care Routines

Teaching Responsibility Through Pet Care Routines

Initial Sketch

Initial Sketch

Pet character and core game element sketches

Pet character and core game element sketches

User Interview

User Interview

Interviewing kids to find out what games keep them playing for a long time

Interviewing kids to find out what games keep them playing for a long time

Differences in interview design with children:

Encouraged child participation during caregiver interviews

Used storytelling to help them relate and engage


Modified methods:

Longer icebreaking to build rapport

Asked similar questions at once, considering their short memory span but strong immersion

Used real dolls to help them focus and respond

Differences in interview design with children:

Encouraged child participation during caregiver interviews

Used storytelling to help them relate and engage


Modified methods:

Longer icebreaking to build rapport

Asked similar questions at once, considering their short memory span but strong immersion

Used real dolls to help them focus and respond

Interview Design

Interview Design

Goal: To gather feedback from children on what keeps them engaged in virtual pet games

Participants: 12 children aged 6–8


Method:

Face-to-face interviews with storytelling and doll-assisted prompts

Period: August 3–9, 2024

Goal: To gather feedback from children on what keeps them engaged in virtual pet games

Participants: 12 children aged 6–8


Method:

Face-to-face interviews with storytelling and doll-assisted prompts

Period: August 3–9, 2024

*Permission to use interviewee photos in this portfolio has been obtained.

Insight

Insight

The Importance of Difficulty Design for Sustained Engagement

The Importance of Difficulty Design for Sustained Engagement

Kids lose interest quickly when there’s no challenge, but give up just as fast when it’s too hard.

Balanced difficulty keeps them engaged over time.

Kids lose interest quickly when there’s no challenge, but give up just as fast when it’s too hard.

Balanced difficulty keeps them engaged over time.

Cuteness Draws Them In, Interaction Keeps Them There

Cuteness Draws Them In, Interaction Keeps Them There

Visual “cuteness” attracts their attention at first, but it’s not enough to sustain it.

Continuous engagement comes from interaction and autonomy.

Visual “cuteness” attracts their attention at first, but it’s not enough to sustain it.

Continuous engagement comes from interaction and autonomy.

Open-Ended Play Boosts Immersion & Autonomy

Open-Ended Play Boosts Immersion & Autonomy

Kids enjoy cuteness without real-life burdens, like with virtual pets.

They prefer sandbox-style play where they can make their own rules.

Kids enjoy cuteness without real-life burdens, like with virtual pets.

They prefer sandbox-style play where they can make their own rules.

Observation

Observation

Because kids are sensitive to being watched, I observed them naturally.

Because kids are sensitive to being watched, I observed them naturally.

Observed over 7 months while working part-time at a kids café.

Observed over 7 months while working part-time at a kids café.

*Permission to use interviewee photos in this portfolio has been obtained.

Me !

Observed needs

Observed needs

Collecting drive

Collecting drive

Nurturing drive

Nurturing drive

Exploring & experimenting drive

Exploring & experimenting drive

Creating & manipulating drive

Creating & manipulating drive

Autonomy & self-control drive

Autonomy & self-control drive

Examples of observed behaviors in kids cafés

Examples of observed behaviors in kids cafés

Stacking, hiding, or gathering things like ball pit balls, play food, or blocks.

Stacking, hiding, or gathering things like ball pit balls, play food, or blocks.

Role-playing caregiving with dolls, play kitchen sets, or doctor play tools.

Role-playing caregiving with dolls, play kitchen sets, or doctor play tools.

Constantly exploring new spaces, figuring out how unfamiliar toys work, and climbing complex slides in different ways.

Constantly exploring new spaces, figuring out how unfamiliar toys work, and climbing complex slides in different ways.

Building with LEGO or blocks, changing the structure of track toys, or creating unique dishes with play kitchen tools.

Building with LEGO or blocks, changing the structure of track toys, or creating unique dishes with play kitchen tools.

Deciding and maintaining play themes, methods, and duration on their own without being taught.

Deciding and maintaining play themes, methods, and duration on their own without being taught.

Empathy Map

Empathy Map

Ages 6–8 : “It’s the most fun when I make it and move it myself!”

Ages 6–8 : “It’s the most fun when I make it and move it myself!”

What do they

What do they

See?

See?

Used to bright, tactile, sound-filled toy environments.

Used to bright, tactile, sound-filled toy environments.

See many options on YouTube, games, and virtual spaces

See many options on YouTube, games, and virtual spaces

Follow what my friends like

Follow what my friends like

Prefer open play to fixed rules

Prefer open play to fixed rules

What do they

What do they

Say and Do?

Say and Do?

Adapt quickly to new tech and games.

Adapt quickly to new tech and games.

Want to freely explore and make what they like

Want to freely explore and make what they like

Love collecting and decorating (items, characters, spaces)

Love collecting and decorating (items, characters, spaces)

Respond strongly to instant feedback and replay often

Respond strongly to instant feedback and replay often

Friends

Friends

“This is so fun!”, “Let’s collect!”, “Look what I made!”

“This is so fun!”, “Let’s collect!”, “Look what I made!”

Family

Family

“Stop playing,” “Study too.”

“Stop playing,” “Study too.”

Influencer

Influencer

“You should try this,” “It’s trending now.”

“You should try this,” “It’s trending now.”

What do they

What do they

Hear?

Hear?

Motivation

Motivation

want to explore, collect, create, and care on their own to feel accomplished.

want to explore, collect, create, and care on their own to feel accomplished.

What’s Important to me

What’s Important to me

like fun, sensory-rich, and self-led play.

like fun, sensory-rich, and self-led play.

What I’m worried

What I’m worried

dislike boring repetition, limits, or being scolded for failing.

dislike boring repetition, limits, or being scolded for failing.

What do they

What do they

Think and Feel?

Think and Feel?

Pains

Short attention span and easily distracted

Lose interest in structured or rule-heavy play

Struggle with boredom and need quick stimulation shifts

Feel anxious in failure situations

Gains

Instant gratification and sensory stimulation

Enjoy sharing and being recognized for what I create

Prefer self-directed play through collecting, exploring, nurturing, and creating

Engage through cuteness and interaction, then stay immersed in open-ended play

Behavioral Pattern Analysis

Behavioral Pattern Analysis

Caregiver: “If they play anyway, I want this game to help with childcare.”

Caregiver: “If they play anyway, I want this game to help with childcare.”

Research Overview

Interview participants: 23

Survey participants: 53

Target group: Alpha-generation parents and educators

Period: July 31 – August 6, 2024

Project Goal

Project Goal

A virtual pet that fosters responsibility & emotional comfort beyond real pets

A virtual pet that fosters responsibility & emotional comfort beyond real pets

Journey Map

Journey Map

Emotional journey mapping for kids

Emotional journey mapping for kids

Iteration

Iteration

Unlike a regular story game, it gives penalties to make players feel responsibility

Unlike a regular story game, it gives penalties to make players feel responsibility

AS-IS: Routine-based basic pet care

TO-BE: Enhanced immersion & retention through pet traits and responsibility features

User Interaction Scenario

User Interaction Scenario

When Play Becomes Responsibility

When Play Becomes Responsibility

Scenario Sketch

Scenario Sketch

It moves in and out like a real pet. We can see it at home without glasses.

It moves in and out like a real pet. We can see it at home without glasses.

When the pet is at home

When the pet is at home

When the pet is at home, it greets the child from its nest.

When it’s tired, it returns to the nest to rest, and the child goes to bed with it.

When the pet is at home, it greets the child from its nest.

When it’s tired, it returns to the nest to rest, and the child goes to bed with it.

Metaphorical image

‘Greets the child after school’

‘Sleeps together with the child’

When the pet goes outside to play

When the pet goes outside to play

When the pet is outside, the child follows it around the house.

With XR glasses, the pet appears to move in the real space. The child can give it snacks, take it for walks, and play together.

When the pet is outside, the child follows it around the house.

With XR glasses, the pet appears to move in the real space. The child can give it snacks, take it for walks, and play together.

Metaphorical image

Stays within the child’s view

Plays and moves with the child

Motif

Motif

The pet’s home is the Nest, and their bond is inspired by an eclipse.

The pet’s home is the Nest, and their bond is inspired by an eclipse.

Motif 1 : Nest

Motif 1 : Nest

Motif 2 : Eclipse

Motif 2 : Eclipse

user

user

Physical space

Physical space

Virtual world

Virtual world

Interaction zone

Interaction zone

pet

pet

First encounter : real space

First encounter : real space

First meeting space

First meeting space

Pet care (feeding, giving snacks)

Watching the pet play in virtual space

Calling to connect and bond

Pet care (feeding, giving snacks)

Watching the pet play in virtual space

Calling to connect and bond

*Touchpad, buttons, voice recognition, and more

*Touchpad, buttons, voice recognition, and more

user

user

Physical space

Physical space

Virtual world

Virtual world

Interaction zone

Interaction zone

pet

pet

Bonding moment : interaction space

Bonding moment : interaction space

Eclipse zone

Eclipse zone

Pet care (feeding, giving snacks)

Watching the pet play in the virtual space

Communication space for bonding with the pet

Pet care (feeding, giving snacks)

Watching the pet play in the virtual space

Communication space for bonding with the pet

user

user

Physical space

Physical space

Virtual world

Virtual world

pet

pet

Interaction zone

Interaction zone

a space of imagination : Virtual space

a space of imagination : Virtual space

Pet identity space

Pet identity space

Emotional exchange between user and pet

Events that happen only in the pet’s world

Emotional exchange between user and pet

Events that happen only in the pet’s world

Product Concept

Product Concept

Cogmong : the space between virtual & real, where the pet & user connect.

Cogmong : the space between virtual & real, where the pet & user connect.

Co-gmong

Co-gmong

The virtual pet inside Co-gmong responds to simple touch and voice commands.

The virtual pet inside Co-gmong responds to simple touch and voice commands.

The pet’s world and a space of imagination.

The pet’s world and a space of imagination.

Virtual world

Virtual world

A moment of connection.

A moment of connection.

Interaction zone

Interaction zone

The first encounter.

The first encounter.

Physical space

Physical space

Interaction zone

Interaction zone

Pet Home Mode

Pet Home Mode

Hologram

Hologram

Pet With Mode

Pet With Mode

Augmented Reality XR

Augmented Reality XR

Technology

Technology

The hologram at the bottom edge of the device brings the virtual pet to life

The hologram at the bottom edge of the device brings the virtual pet to life

A laser from the bottom edge of the device creates the pet’s hologram.

A laser from the bottom edge of the device creates the pet’s hologram.

Front view

VR device storage location

VR device storage location

Top View

System Flow & Map

System Flow & Map

Interaction design between XR glasses and Cogmong

Interaction design between XR glasses and Cogmong

Cogmong

Cogmong

Hologram

Hologram

Floor display

Floor display

Transparent

OLED display

Transparent

OLED display

Interaction with the pet

Interaction with the pet

NO

NO

Has the pet stepped out of the Cogmong?

Has the pet stepped out of the Cogmong?

YES

YES

XR Glasses

XR Glasses

XR Glasses screen

XR Glasses screen

Pet’s outdoor activity detection

Pet’s outdoor activity detection

Control through XR Glasses

Control through XR Glasses

Cogmong

Cogmong

Information delivery

Information delivery

Visual feedback

/ touch panel

Visual feedback

/ touch panel

Voice interaction

Voice interaction

XR Glasses

XR Glasses

VR Interface(Application UI )

VR Interface(Application UI )

Receiving

Receiving

Display

Display

Delivery

Delivery

Character hologram

Character hologram

Transparent OLED

surface UI

Transparent OLED

surface UI

Floor display UI

Floor display UI

Scaling &

cropping module

Scaling &

cropping module

Image texture

receiver

Image texture

receiver

Processed

adjusted image

Processed

adjusted image

Video output

processing plugin

Video output

processing plugin

Screen image

capture module

Screen image

capture module

Video data

storage

Video data

storage

XR UI Guidline

XR UI Guidline

Stable focus, clear view, and low fatigue work better than fancy spaces.

Stable focus, clear view, and low fatigue work better than fancy spaces.

Usability Evaluation

Usability Evaluation

Conducted user testing with children using a smiley scale.

Conducted user testing with children using a smiley scale.

Goal

To evaluate how easily children understand the XR virtual pet service.


Method

Participants: 3–5 children aged 6–8

Tools: Clickable Figma prototype and simple AR video mock-up

Goal

To evaluate how easily children understand the XR virtual pet service.


Method

Participants: 3–5 children aged 6–8

Tools: Clickable Figma prototype and simple AR video mock-up

Metrics

Comprehension speed: Time taken from explanation to first attempt

Engagement duration: How long they stay interested voluntarily

Recording: Observation notes and children’s spoken responses

Metrics

Comprehension speed: Time taken from explanation to first attempt

Engagement duration: How long they stay interested voluntarily

Recording: Observation notes and children’s spoken responses

*Permission to use interviewee photos in this portfolio has been obtained.

*Permission to use interviewee photos in this portfolio has been obtained.

Which face looks the most like how you feel right now?

Which face looks the most like how you feel right now?

😕

😕

😐

😐

🙂

🙂

😄

😄

😡

😡

Things kids said to their caregivers after the user testing.

Things kids said to their caregivers after the user testing.

I wish I could play it for real!

I wish I could play it for real!

When can I play it?? I wanna play now!

When can I play it?? I wanna play now!

Diary Study

Diary Study

Parents noticed real behavioral changes that reflected stronger responsibility.

Parents noticed real behavioral changes that reflected stronger responsibility.

Goal

To observe whether children develop a stronger sense of responsibility after one week of using the virtual pet prototype. (Only the game prototype was used, the hardware device was not implemented.)

Goal

To observe whether children develop a stronger sense of responsibility after one week of using the virtual pet prototype. (Only the game prototype was used, the hardware device was not implemented.)

Method

Participants: 5 children (ages 6–8) and their caregivers

Daily use of the prototype for one week, followed by caregiver feedback interviews

Method

Participants: 5 children (ages 6–8) and their caregivers

Daily use of the prototype for one week, followed by caregiver feedback interviews

My child seems more responsible than before. (4.3/5)

My child seems more responsible than before. (4.3/5)

Strongly Disagree

Strongly Disagree

1

1

2

2

Neutral

Neutral

3

3

Agree

Agree

Disagree

Disagree

4

4

5

5

Strongly Agree

Strongly Agree

My child started taking care of the pet on their own. (4.6/5)

My child started taking care of the pet on their own. (4.6/5)

Strongly Disagree

Strongly Disagree

1

1

2

2

Neutral

Neutral

3

3

Agree

Agree

Disagree

Disagree

4

4

5

5

Strongly Agree

Strongly Agree

“I was surprised to see her worry when the pet got sick. She treated it like a real living being.”

— Hwang, parent of an 8-year-old girl

“I was surprised to see her worry when the pet got sick. She treated it like a real living being.”

— Hwang, parent of an 8-year-old girl

“Now he tells me it’s feeding time before I even remind him.”

— Kim, parent of an 7-year-old boy

“Now he tells me it’s feeding time before I even remind him.”

— Kim, parent of an 7-year-old boy

Lesson Learn

Lesson Learn

Research methods must be adapted to children

Research methods must be adapted to children

The most memorable part was that interviews and user tests with children were completely different from those with adults.


Since children responded with actions rather than words, it required short and clear questions,

visual guidance, and immediate feedback. Because their attention span was short, the tests were divided into short rounds, and I used storytelling-style explanations and real toys to help them stay engaged. Grouping similar questions also worked well for their short memory span.


Through this, I learned that adapting research methods to the user’s characteristics is key to gaining meaningful insights.

The most memorable part was that interviews and user tests with children were completely different from those with adults.


Since children responded with actions rather than words, it required short and clear questions,

visual guidance, and immediate feedback. Because their attention span was short, the tests were divided into short rounds, and I used storytelling-style explanations and real toys to help them stay engaged. Grouping similar questions also worked well for their short memory span.


Through this, I learned that adapting research methods to the user’s characteristics is key to gaining meaningful insights.

Turning duty into desire

Turning duty into desire

At first, I focused on designing a product that teaches responsibility.

But I learned that for children, motivation from “I want to” works far more effectively than “I have to.” Instead of instructions, I designed small rewards, instant feedback, and emotional connection,

so that behavior change could naturally turn into habit.

In this project, the key was to use psychological persuasion in a positive and motivating way.

At first, I focused on designing a product that teaches responsibility.

But I learned that for children, motivation from “I want to” works far more effectively than “I have to.” Instead of instructions, I designed small rewards, instant feedback, and emotional connection,

so that behavior change could naturally turn into habit.

In this project, the key was to use psychological persuasion in a positive and motivating way.

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