UX case study, MA HCI team projectUX 案例研究,硕士 HCI 小组项目
Edge of Planet
Turning dry environmental data into a time-travel, build-your-planet game, so a younger, games-native audience actually wants to engage with the climate story.把枯燥的环境数据,做成一款“时间旅行 + 建造你的星球”的游戏,让更年轻、从小玩游戏长大的人群,真正愿意走进气候议题。

The problem问题
Environmental data is important and almost universally ignored. It reads as charts and reports. Our brief was to make a digital product that gets a younger audience to explore climate and environmental change rather than bounce off it.环境数据很重要,却几乎被普遍忽视,它呈现为一堆图表和报告。我们的课题是:做一个数字产品,让更年轻的人群愿意去探索气候与环境变化,而不是一看就走开。
What I led我主导的部分
Two pillars flowed directly from the research, and I led the design of both.两大支柱直接来自研究,它们的设计都由我主导。
Gamification游戏化
Explore the data by place and year, earn points for exploring, build a character, then spend points to decorate and grow your planet. Tangible rewards and progression: the mechanics came straight out of the interview insights about what kept this audience coming back.按地点和年份探索数据,探索得积分,养一个角色,再用积分装饰、养成你的星球。看得见的奖励与成长,这些机制直接来自访谈洞察:什么能让这群人一直回来。
Accessibility无障碍
An Accessible Mode built in from the start: senior-friendly type, colour-blind-safe palettes, one-tap onboarding, responsive layouts and reduced-motor support, designed against the seven principles of universal design so the climate story is open to everyone.从一开始就内置的无障碍模式:适老字号、色盲友好的配色、一键引导、自适应布局、降低操作负担,对照通用设计的七大原则来设计,让气候故事对每个人都敞开。




Process过程
- Research.研究。 Interviews and a survey to understand how a younger audience wanted to meet this topic, which produced the “more than half prefer a game” finding.通过访谈和问卷,了解更年轻的人群想以什么方式接触这个话题,得出“过半更想要游戏”的发现。
- Concept.概念。 Reframed “environmental data product” into a time-travel exploration game with a build-your-planet reward loop.把“环境数据产品”重新定义成一款时间旅行探索游戏,配上“建造星球”的奖励循环。
- Design.设计。 I owned the gamification system and the accessibility layer, and mapped the screens, states and the Accessible Mode behaviour.我负责游戏化系统和无障碍层,梳理了各个界面、状态,以及无障碍模式的行为。
- Test.测试。 Usability passes against the universal-design principles, feeding fixes back into the flows.对照通用设计原则做可用性走查,把修改反哺回流程里。
What I took from it我的收获
Designing the gamification and the accessibility layer together taught me that fun and inclusive are not a trade-off. The same design decisions, clear progression, low-friction onboarding and legible states, serve both. It is the through-line I still use: get the interface out of the user's way, whatever the content underneath.把游戏化和无障碍放在一起设计,让我明白“好玩”和“包容”并不冲突。同一批设计决策,清晰的进度、低摩擦的引导、易读的状态,能同时服务两者。这条主线我至今还在用:无论底下是什么内容,都要让界面“让开”,别挡在用户面前。