ETHAN BOOKSTEIN

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The Noggins ABC123 (Series) Optimizations

(2023 - 2024)

As an Interactive Designer, I was tasked with wireframing, creating UI assets and redesigning the experience of several existing educational games from the Noggin app. Normally, games and other interactive content have been released as a completed project without the need for constant updates. In this instance however, user data indicated a noticeable drop in engagement for several of these games. This not only lead to improving upon each game’s educational goals, but to also improve upon the thematic and whimsical elements of each experience.




Word Family Hotel


Mixing Letters to Spell Out Words

Children would check in guests at Hotel Noggin by mixing different letters on the elevator’s control panel to form the (object or animal) guest’s matching word. In addition to wireframing this new approach for selecting and submitting letters to spell out words, I was also responsible for designing the final sets of UI assets, including the sliding letter containers, the image container, submission button, and the elevator takeoff button for the game’s whimsical payoff.

Video Demonstration
Link to Wireframes (Slides)


Elevator Control Panel


Slide letters up and down in order to complete the word and submit an answer



Elevator Takeoff (Payoff)


As a new feature, kids are prompted with a button to make the elevator takeoff into the sky and parachute down, colliding with letter-filled clouds in order to reinforce sounding out words




Sweet Dreams Noggins


Counting Numbers in Sequence

In the previous iteration, kids were tasked with identifying the numbers on planes to complete the counting sequence for an air show. For the newest iteration, the goal was to greater emphasize the numbers that exist within each ring, which would then be collected by the plane and later delivered for Noggins to hoola-hoop with. I wireframed the game’s interactions and designed the UI for the numbers and rings, the counting container, and the progress indicator.

Link to Wireframes (Slides)

Number Submission

Swiping from side-to-side to choose an answer, and then swiping up to submit




Rocket Lab


Identifying Basic Shapes

While at the “International Shape Station”, kids are taught how to identify four different types of shapes - Circles, Squares, Triangles, and Ovals. For the latest iteration, the goal was to not only feature the various shape options for children to choose from, but to also have rockets that would be directly interacted with. When children dragged these shapes onto the rocket, the correct shape would then be transformed into a special part for the rocket, such as a window, door, or silly object (such as a pizza slice or clock). This approached helped to reinforce the ability of not only recognizing different shapes, but also identifying them within objects.

I wireframed the key interactions and designed the final sets of UI assets, including all of the colored shapes, the shape trays, the progress indicator, the customization assets + layouts, and the rocket’s special launch button and countdown controller for the game’s final payoff.

Link for Wireframes (Slides)

Shape Assembly

Select all of the specified shapes to be added onto the rocketship


Customize Assembled Rocket

As a new feature, kids would have the opportunity to select a rocketship and decorate it with colored shapes


Completed Rocket Launch

Select all of the specified shapes to be added onto the rocketship




Wrapper


Offers two sections of content before each activity - Animated video intro and interactive game

In order to address the issue of children disengaging with these educational games, particularly due to the animated video intros misrepresenting the content as being non-interactive, a proposed solution was to rework the replay screen at the end of these games. This new approach, dubbed “the Wrapper”, would not just appear at the end, but also appear at the beginning to indicate how the animated video would need to be watched first in order to then unlock the interactive game that can be played after. Children were given the opportunity to tap on these orange and purple frames as a way to actively remind them of the content primarily being interactive.

For my part, I mocked up and wireframed the Wrapper’s initial designs and interactions. Once approved, I then not only designed the orange and purple frame containers, highlights and star fx, but I also was able to illustrate and animate a Noggin in pixel art. This character acted as both a visual reminder and encouragement for the buttons kids would be able to select on-screen.