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Showing posts from January, 2025

Branding

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Creation Of Pippo Math Here's a look into how I brought Pippo Math to life through branding. Brand Identity: Where Learning Meets Adventure When designing Pippo Math, I wanted the branding to feel playful, engaging, and educational. Something that would immeediately attract children aged 6-10 while maintaining a professionala nd trustworthy feel for parents and educators. The challenge was to create a brand that balancaed fun and learning, making math feel like an adventure. Why "Pippo" Is the Perfect Fit The name "Pippo" was chosen among the other alternatives such as, Doozy, Jibbo, Bimpy, etc . It had the most impression on me. It sounds friendly, energetic, and memorable, perfect for a mascot-driven educational game. I wanted a name that would resonate with kids, something that could stick with them as they grow up. The kind of name that, years later, would spark nostalgia when they hear it again. Adding "Math" to the name gives a straightforward pu...

The User

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Who are Pips? In Pippo Math, the users will affectionately be called Pips. They  are children aged 6 to 10 who are eager to learn but often struggle with traditional math methods. Many Pips find math difficult, boring, or even frustrating , leading to disengagement and math anxiety. Pips Learning Behavior Short Attention Spans Pips lose focus quickly with repetitive exercises. Math Anxiety Many Pips feel intimidated by numbers and equations. Preference for Interactive Learning Pips engage more with hands-on, movement-based activities . Love for Gamification Rewards, challenges, and fun visuals increase motivation. User Persona The use of persona is to represent the needs of a larger group of users whose goals and characteristics are the similar. It reflects the lifestyle of users and give an idea of how to meet users' needs and challenges. As I create the persona, I use the group of age that needs the app more. Name: Sophia Wang Age: 6 Education: 1st grade Occupation: Student Goal...

Introduction & Concept

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Instill Student's Interest in Maths using gamification Introduction In today's digital age, technology is changing the way children learn. The traditional method of learning math often struggles to grasp kid's attention and concentration. But what if learning math felt more like a game? What if numbers could be seen, touched, and interacted with the real world? That’s exactly what augmented reality (AR) in education aims to achieve. This blog will document my journey in developing an AR-based math game for children aged 6-10, exploring how technology can make learning both fun and effective. Project Overview This project will focus on using AR to create an interactive math learning experience. Instead of solving equations on paper, children will be able to manipulate numbers in a virtual space, helping them visualize math concepts more easily. Through engaging challenges, hands-on activities, and playful interaction, this game will encou...