Journey Through Nature

Journey Through Nature

A Book for Kids, An App for Parents: A Hybrid Product to Reconnect Families with Nature

A Book for Kids, An App for Parents: A Hybrid Product to Reconnect Families with Nature

To tackle the modern problem of "Biophobia," I designed a complete product ecosystem aimed at getting families outdoors. I identified the core challenge: kids crave freedom and adventure, while parents require safety and control. My solution is a hybrid product that serves both users perfectly: a physical adventure book for the child, and a companion planning & tracking app for the parent. This project showcases a deep, research-driven process to solve a complex user dichotomy through strategic, multi-platform design.

An overlay platform that elevates virtual TTRPG (table-top role-playing game) experience. Compatible with all existing VTT platforms it combines a Bluetooth physical dice set, 3D technologies and AI filters.


After my 13 years of TTRPG experience playing around the table and in person I was eager to create 4DnD, which brings the lost traditional elements from the table to the virtual realm finally making the experience whole again.

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

Product | A hybrid ecosystem (Physical Book + Digital App)

Product | Overlay platform, Bluetooth dice-set

Product | Overlay platform, Bluetooth dice-set

Core Skills | Dual-User Experience Design, User Psychology, Systems Thinking, Usability Testing

Product | Overlay platform, Bluetooth dice-set

Product | Overlay platform, Bluetooth dice-set

Core Conflict

Balancing a child's need for independence with a parent's need for control.

Core Conflict

Balancing a child's need for independence with a parent's need for control.

Core Conflict

Balancing a child's need for independence with a parent's need for control.

The Problem

The root problem is "Biophobia" - a growing disconnection from nature. But to build a product, I had to identify a more specific, actionable problem. Through my research, I found the central conflict that prevents families from going outdoors:

The root problem is "Biophobia" - a growing disconnection from nature. But to build a product, I had to identify a more specific, actionable problem. Through my research, I found the central conflict that prevents families from going outdoors:

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

My research focused on understanding the deep-seated needs of my two distinct user groups.

My research focused on understanding the deep-seated needs of my two distinct user groups.

Ahri, The Child Explorer

9 years old | 4th grade | NYC

Key Goals

Feel a sense of freedom & leadership

Core Frustration

"My parents are too controlling"

Critical Insight

The experience must feel like an adventure that I am leading

Jess, The Urban Parent

41 years old | Writer | NYC

Key Goals

Feel confident and prepared

Core Frustration

"Too many unknowns, I don't feel in control"

Critical Insight

The experience must provide all necessary information upfront so I can relax.

Zee, The Social Player

Key Love | Visuals, Automation

Key Hate | 2D communication feels less engaging

Pain Point | Lack of natural, flowing conversation

“Communication in person creates energy and flow without interruption”

Fin, The Tactile Player

Key Love | The feel of physical dice

Key Hate | A click of a button is unsatisfying

Pain Point | The magic of the physical dice roll was gone

“Real dice feels great in the hand and creates suspension and intense feelings while playing”

Tal, The Role-Player

Key Love | Getting into character

Key Hate | Lack of customization and immersion tools

Pain Point | Inability to fully embody a character

“Physical features help me dive deeper into character, I feel more connected with it”

The Solution: A "Brilliant Compromise"

My solution was to design a hybrid product where each component is perfectly tailored to its user, creating a cohesive experience that resolves the core conflict.

My solution was to design a hybrid product where each component is perfectly tailored to its user, creating a cohesive experience that resolves the core conflict.

For the Child (The Need for Freedom)

For the Parent (The Need for Control)

A Physical Adventure Book

A Digital Companion App

3D Audio &

Seating Chart

3D Audio &

Seating Chart

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.

The parent is the mission controller, the planner with all the intel. The app contains guides, park facility info, weather, and a fitness tracker, enabling proactive planning.

The parent is the mission controller, the planner with all the intel. The app contains guides, park facility info, weather, and a fitness tracker, enabling proactive planning.

The experience is tactile, imaginative, and screen-free.


AI Voice &

Video Filters

The experience is informative, reassuring, and data-driven.

The experience is informative, reassuring, and data-driven.

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

full platform walkthrough + sound

The Parent's App: Your Mission Control

The app is designed to provide information, build confidence, and give parents a sense of control, so they can relax and enjoy the experience. The key is proactive planning, not reactive tracking.

Guides

Weather

Exercise

Activity

The Child's Book: Your Adventure Guide

The book is designed to be a tactile, magical object that puts the child in the role of the hero. The goal is to encourage imagination, leadership, and screen-free engagement with the real world.

Iteration & Testing

I conducted multiple rounds of testing, but one moment was particularly enlightening. During usability testing, a visually impaired parent commented, "Suddenly the whole design changes and I feel downgraded."

This was a powerful reminder that accessibility isn't just a checklist; it's about maintaining a consistent and empowering experience for all users. This insight led to a significant redesign of the app's navigation and layout to be clearer and more consistent.

Extra step for returning users

Make the app accessible from the start

Log-in right away

Before

After

The Physical Experience

The dice set is more than a tool, it's part of the fantasy.

The dice set is more than a tool, it's part of the fantasy.

Design: Inspired by D&D magical artifacts, the box itself is a desirable object with a hidden magnetic locking mechanism and fantasy like riddle.

Technology: It features a single button to connect the entire set via Bluetooth and a wireless charger, ensuring a seamless, magical user experience.

Learnings & Reflections

Learnings & Reflections

  • 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.

CONTACT ME

Made by Tomer Miara | 2024

CONTACT ME

Made by Tomer Miara | 2024

CONTACT ME

Made by Tomer Miara | 2024