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Game Design2024

Quest

A soft skill learning board game system for children — combining physical play, a companion robot, and a mobile app to teach empathy, patience, and communication.

Two children laughing while playing Quest at home with the board, robot and cards spread around
Quest2024

An interactive learning system designed to help children develop essential soft skills through play — combining a physical board game, a companion robot, and a supporting mobile application.

Quest transforms everyday situations into engaging learning experiences where children explore choices, understand consequences, and practice positive social behaviours in a safe, collaborative environment.

Project Vision

Quest transforms everyday situations into engaging learning experiences where children can explore choices, understand consequences, and practice positive social behaviours. By combining physical play with digital feedback, it creates meaningful parent-child interaction while making learning enjoyable and relatable.

Project Context

A significant portion of a child's learning happens outside the classroom, especially at home. While parents play an important role, they often lack structured tools to teach behavioural and emotional skills effectively. Quest bridges the gap between formal education and home learning.

Design Brief

Design an interactive learning system that enables children to develop essential soft skills through playful, real-world situations.

Encourage meaningful parent-child interaction.

Transform everyday experiences into engaging gameplay.

Support behavioural learning through guided decision-making.

Provide immediate and understandable feedback.

Make learning collaborative, enjoyable, and relevant.

Soft Skills Targeted

Seven essential skills for life

Communication

Learning how to express thoughts, needs, and feelings effectively.

Patience

Understanding the importance of waiting and self-control.

Emotional Regulation

Recognising and managing emotions appropriately.

Impulse Control

Thinking before acting and making thoughtful decisions.

Turn Taking

Learning fairness, cooperation, and social participation.

Empathy

Understanding and respecting the feelings of others.

Responsibility

Taking ownership of actions and decisions.

System Components

Three connected pieces, one ecosystem

01

Interactive Board Game

The primary physical interface where players explore a world filled with familiar environments and social situations. The board encourages movement, exploration, and interaction between players.

02

Companion Robot

A learning companion that narrates situations, responds to decisions, displays emotions, provides verbal feedback, and encourages reflection. It serves as an emotional mirror.

03

Mobile Application

Supports gameplay by managing scenarios, adjusting difficulty levels, tracking progress, selecting themes, and customising emotional and behavioural goals.

Gameplay Flow

How a turn unfolds

Quest board with two robot pawns mid-game, card decks and the integrated situation screen prompting the player with a multiple-choice scenario
01

Roll and Move

The player rolls the dice and moves across the board.

02

Discover a Situation

When landing on a situation tile, a real-life scenario appears — sharing toys, waiting in line, helping someone, following instructions, handling disappointment.

03

Make a Choice

The player selects how they would respond to the situation. Multiple response options are presented.

04

Hear the Outcome

The system narrates the consequence of the selected choice, explaining how the decision affects the situation and the people involved.

05

Robot Reacts

The companion robot immediately responds emotionally. Its facial expression, body language, and voice reflect the outcome — happy and proud for positive choices, concerned or reflective for negative ones.

06

Continue the Journey

The player continues exploring the board and encounters new situations throughout the game.

Game Rules

Starting Locations

Players can begin from either School or Bus Stop.

Exploration Requirement

Before finishing, players must visit at least three different zones and experience situations within them.

End Locations

The game concludes when a player reaches Home or Supermarket, providing an opportunity to reflect.

Game World

Familiar environments, real lessons

Illustrated Quest world zones — school, home, playground, bus stop and supermarket

School

Learning, cooperation, and classroom situations.

Home

Family interactions and daily responsibilities.

Playground

Friendships, sharing, teamwork, and conflict resolution.

Bus Stop

Patience, safety, and public behaviour.

Supermarket

Decision-making, responsibility, and social awareness.

The board contains connected movement paths, multiple routes, coloured action tiles, interactive scenario locations, and recognisable landmarks.

Companion robot beside the board, smiling and reacting to player decisions

Companion Robot Design

A friend, not a teacher

The robot is intentionally designed to feel friendly, approachable, and playful rather than technological.

  • Soft and rounded form
  • Expressive digital face
  • Simple body language
  • Child-friendly appearance
  • Clear emotional expressions

Its purpose is not to teach directly, but to guide, react, and support learning through emotional feedback.

Sketchbook page with dozens of early robot character ideations
Three final robot pawns rendered in yellow, teal and coral colourways
Back view of three matte black robot pawns with yellow, teal and coral toggle switches on top

From dozens of sketched character directions to a final form language — soft, rounded, expressive, and unmistakably a friend.

Card System

Dynamic experiences through chance

Exchange and Fortune card decks with patterned stamp-style backs
Challenge card deck with illustrated robot front
Three Quest cards fanned out — challenge, fortune and surprise

Challenge Cards

Introduce tasks, mini-activities, or behavioural challenges.

Fortune Cards

Introduce unexpected events that influence gameplay.

Surprise Cards

Provide random interactions, rewards, or unexpected situations.

These cards create dynamic experiences and encourage repeated play, ensuring no two sessions feel exactly the same.

Mobile Application Features

Customise every session

Three screens of the Quest companion app — set emotions list, home calendar with recent setup, and environment themes

Difficulty Selection

Parents can adjust complexity according to the child's age and understanding.

Theme Selection

Players can experience different themed environments such as:

  • Classic World
  • Underwater World
  • Outer Space

Learning Focus

Parents can choose specific behavioural goals for a session. The game then prioritises situations related to those skills.

  • Communication
  • Patience
  • Empathy
  • Emotional Regulation
  • Responsibility

Project Preview

See Quest in action

Learning Approach

Experiential learning

Rather than telling children what is right or wrong, Quest encourages them to understand how choices affect themselves and others. Children learn by experiencing situations, making decisions, observing consequences, receiving emotional feedback, and reflecting on outcomes.

ExperienceDecideObserveFeelReflect

Final Experience

A learning experience that extends beyond academics

Quest transforms behavioural learning into an engaging family activity. Through physical play, guided scenarios, emotional feedback from the companion robot, and meaningful conversations, children develop important life skills in a safe, interactive, and enjoyable environment.

The result is socially aware, emotionally intelligent, and responsible individuals — equipped not just for school, but for life.