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UFOs in thequiet forest.

A full redesign of the game loop, onboarding, and navigation system for a casual mobile game — without ever changing a single mechanic.

UX/UI

Role

IoT

×

Senior Care

Context

Care center staff

Users

Game UX

IoT

In-house · NDA

scroll

%

dropped off before finishing the tutorial

%

dropped off before finishing the tutorial

%

dropped off before finishing the tutorial

The problem

Four small frictions,

one delayed activity.

Observing staff use the original interface, four pain points kept showing up. Individually small.

Together, enough to make caregivers ask a colleague for help — delaying the actual game session for the elderly.

01 / Jargon

Words made for engineers

"Scanned", "Connected", "Refresh" — system states, not human actions. Staff weren't sure which side meant what.

Icon confusion

Inventory illegible

14 unlabelled icons in the inventory panel — indistinguishable at a glance for 6–8 year olds.

Constraint

Mechanics are locked

Core gameplay was fixed — only UI, flow, and onboarding were in scope. Pure communication design.

Audience

Literacy can't be assumed

Target age range is 6–12. At age 6, many players rely entirely on visual and audio cues — not text.

Process

Watching first,

designing second

Unmoderated observation sessions

12 children played the existing game while I watched silently. Every hesitation, mis-tap, and confused glance was noted. No prompts, no help — pure behaviour.

12 participants · ages 6–11

01

Exit-point mapping

Plotted every quit point on the game flow. Three friction clusters surfaced: inventory, objective clarity, and accidental nav taps. These became the design brief.

Journey mapping · affinity clustering

02

6 low-fi paper prototypes

Explored icon-label pairing, colour-coded inventory groups, animated cues that guide without text. Tested each variant with 3 children per round — fast and cheap.

Paper prototyping · rapid iteration

03

3 rounds of hi-fi playtesting

Each round sharpened tap-target size, icon distinctiveness, and tutorial pacing. Iterated from what I saw, not what kids said — they rarely articulate friction, they just stop playing.

Figma prototypes · think-aloud sessions

04

Dev collaboration & launch

Annotated Figma handoff across 3 engineers in 2-week sprints. Edge-case decisions logged in shared doc so nothing got lost in translation.

Figma · 2-week sprints · 3 engineers

05

Artefacts

What the work

looked like

Game-flow exit-point map

Paper sketches

Icon exploration sheet

Wireframe v3

Outcomes

Numbers that made

the team cheer

68%

→ 21%

Tutorial drop-off rate

+44%

Day-7 player retention

3.9

4.6

App store rating

Reflection

"

The biggest lesson was designing for someone who can't yet tell you what's wrong. Watching a 7-year-old silently tap the wrong button three times in a row taught me more than any surveyever could.

— Chan Cheuk Yin · personal reflection

EXPLORE

Project

Work

About

CONTACT

LinkedIn

E-mail

© CHAN CHEUK YIN

2026

All Rights Reserved

Game UX

IoT

In-house · NDA

UFOs in the quiet forest.

A redesign of the IoT sensors (Oplate 小黑盤) pairing screen used by elderly care center staff — replacing technical setup with a small, friendly narrative so non-technical caregivers can connect motion sensors to the smart TV without help, anxiety, or training.

UX/UI

Role

IoT

×

Senior Care

Context

Care center staff

Users

scroll

%

dropped off before finishing the tutorial

%

dropped off before finishing the tutorial

%

dropped off before finishing the tutorial

The problem

Four small frictions,

one delayed activity.

Observing staff use the original interface, four pain points kept showing up. Individually small.Together, enough to make caregivers ask a colleague for help — delaying the actual game session for the elderly.

01 / Jargon

Words made for engineers

"Scanned", "Connected", "Refresh" — system states, not human actions. Staff weren't sure which side meant what.

Icon confusion

Inventory illegible

14 unlabelled icons in the inventory panel — indistinguishable at a glance for 6–8 year olds.

Constraint

Mechanics are locked

Core gameplay was fixed — only UI, flow, and onboarding were in scope. Pure communication design.

Audience

Literacy can't be assumed

Target age range is 6–12. At age 6, many players rely entirely on visual and audio cues — not text.

Process

Watching first,

designing second

Unmoderated observation sessions

12 children played the existing game while I watched silently. Every hesitation, mis-tap, and confused glance was noted. No prompts, no help — pure behaviour.

12 participants · ages 6–11

01

Exit-point mapping

Plotted every quit point on the game flow. Three friction clusters surfaced: inventory, objective clarity, and accidental nav taps. These became the design brief.

Journey mapping · affinity clustering

02

6 low-fi paper prototypes

Explored icon-label pairing, colour-coded inventory groups, animated cues that guide without text. Tested each variant with 3 children per round — fast and cheap.

Paper prototyping · rapid iteration

03

3 rounds of hi-fi playtesting

Each round sharpened tap-target size, icon distinctiveness, and tutorial pacing. Iterated from what I saw, not what kids said — they rarely articulate friction, they just stop playing.

Figma prototypes · think-aloud sessions

04

Dev collaboration & launch

Annotated Figma handoff across 3 engineers in 2-week sprints. Edge-case decisions logged in shared doc so nothing got lost in translation.

Figma · 2-week sprints · 3 engineers

05

Artefacts

What the work

looked like

Game-flow exit-point map

Paper sketches

Icon exploration sheet

Wireframe v3

Outcomes

Numbers that made

the team cheer

68%

→ 21%

Tutorial drop-off rate

+44%

Day-7 player retention

3.9

4.6

App store rating

Reflection

"

The biggest lesson was designing for someone who can't yet tell you what's wrong. Watching a 7-year-old silently tap the wrong button three times in a row taught me more than any surveyever could.

— Chan Cheuk Yin · personal reflection

EXPLORE

Project

Work

About

CONTACT

LinkedIn

E-mail

© CHAN CHEUK YIN

2026

All Rights Reserved

Game UX

IoT

In-house · NDA

UFOs in the quiet forest.

A redesign of the IoT sensors (Oplate 小黑盤) pairing screen used by elderly care center staff — replacing technical setup with a small, friendly narrative so non-technical caregivers can connect motion sensors to the smart TV without help, anxiety, or training.

UX/UI

Role

IoT

×

Senior Care

Context

Care center staff

Users

scroll

%

dropped off before finishing the tutorial

%

dropped off before finishing the tutorial

%

dropped off before finishing the tutorial

The problem

Four small frictions,

one delayed activity.

Observing staff use the original interface, four pain points kept showing up. Individually small.Together, enough to make caregivers ask a colleague for help — delaying the actual game session for the elderly.

01 / Jargon

Words made for engineers

"Scanned", "Connected", "Refresh" — system states, not human actions. Staff weren't sure which side meant what.

Icon confusion

Inventory illegible

14 unlabelled icons in the inventory panel — indistinguishable at a glance for 6–8 year olds.

Constraint

Mechanics are locked

Core gameplay was fixed — only UI, flow, and onboarding were in scope. Pure communication design.

Audience

Literacy can't be assumed

Target age range is 6–12. At age 6, many players rely entirely on visual and audio cues — not text.

Process

Watching first,

designing second

Unmoderated observation sessions

12 children played the existing game while I watched silently. Every hesitation, mis-tap, and confused glance was noted. No prompts, no help — pure behaviour.

12 participants · ages 6–11

01

Exit-point mapping

Plotted every quit point on the game flow. Three friction clusters surfaced: inventory, objective clarity, and accidental nav taps. These became the design brief.

Journey mapping · affinity clustering

02

6 low-fi paper prototypes

Explored icon-label pairing, colour-coded inventory groups, animated cues that guide without text. Tested each variant with 3 children per round — fast and cheap.

Paper prototyping · rapid iteration

03

3 rounds of hi-fi playtesting

Each round sharpened tap-target size, icon distinctiveness, and tutorial pacing. Iterated from what I saw, not what kids said — they rarely articulate friction, they just stop playing.

Figma prototypes · think-aloud sessions

04

Dev collaboration & launch

Annotated Figma handoff across 3 engineers in 2-week sprints. Edge-case decisions logged in shared doc so nothing got lost in translation.

Figma · 2-week sprints · 3 engineers

05

Artefacts

What the work

looked like

Game-flow exit-point map

Paper sketches

Icon exploration sheet

Wireframe v3

Outcomes

Numbers that made

the team cheer

68%

→ 21%

Tutorial drop-off rate

+44%

Day-7 player retention

3.9

4.6

App store rating

Reflection

"

The biggest lesson was designing for someone who can't yet tell you what's wrong. Watching a 7-year-old silently tap the wrong button three times in a row taught me more than any surveyever could.

— Chan Cheuk Yin · personal reflection