Role | Product Visionary, Lead Researcher, UX/UI & Physical Product Designer (Solo Project)

The Problem
Kids and parents have opposing goals. Kids want unstructured, adventurous play where they feel in charge. Parents, especially in urban environments, need structure, information, and a sense of control to feel their children are safe. A product that only served one user would fail.
User Interviews
The Solution: A "Brilliant Compromise"
For the Child (The Need for Freedom)
For the Parent (The Need for Control)
A Physical Adventure Book
The child is the hero, the keeper of the sacred object, the leader of the quest. The book contains maps, stories, and riddles, encouraging real-world exploration and navigation.
This dual-system allows the child to look up from a map and say, "Okay, we go this way!" while the parent, having already reviewed the route on the app, can confidently agree. The child gets perceived freedom; the parent retains actual control.
2 min platform walkthrough + sound
Solve the Human Problem First, Then Build. The success of this concept doesn't come from any single feature, but from correctly identifying and solving the core emotional conflict between the two users. Technology and design were simply the tools I used to resolve that human tension.
Design for the Edge Cases to Build a Better Product for Everyone. The feedback from the visually impaired parent was a gift. By fixing the inconsistent design he pointed out, I created a more intuitive and predictable experience for every user. I learned to actively seek out these "edge cases" as they often reveal the deepest flaws in a design.
A Hybrid Product Can Be the Most Elegant Solution. In a world of "app for everything," I learned that sometimes the best user experience involves putting the technology away. The physical book is not a gimmick; it is the most important feature of the entire system because it directly serves the child's need for a tangible, screen-free adventure.