Before: 03: 51

After: 04:18

Before: 03: 51

After: 04:18

Before: 03: 51

After: 04: 18

  • Buttons with gameplay elements

  • Comic sequence sample

  • Buttons with gameplay elements

  • Comic sequence sample

Gameplay elements were subtly woven into the comic sequence to strengthen the connection between the narrative and the game. For example, the spacecraft featured in the game appears on the captain’s hat, while in-game obstacle designs were adapted for the control panel buttons.

Gameplay elements were subtly woven into the comic sequence to strengthen the connection between the narrative and the game. For example, the spacecraft featured in the game appears on the captain’s hat, while in-game obstacle designs were adapted for the control panel buttons.

Website

Website

Primary

Secondary

Neutral

Primary

Secondary

Neutral

Primary

Secondary

Neutral

Primary

Secondary

Neutral

Primary

Secondary

Neutral

Refined Colour Palette

Refined Colour Palette

Problem

The problem at this stage was that the identity needed to pivot to be age appropriate. A strategic visual framework was required to cultivate brand recognition and establish credibility with stakeholders, such as parents and teachers while remaining approachable for students.

Problem

The problem at this stage was that the identity needed to pivot to be age appropriate. A strategic visual framework was required to cultivate brand recognition and establish credibility with stakeholders, such as parents and teachers while remaining approachable for students.

Solutions

Age-Appropriate Visual Identity: Developed a colour palette and visual language informed by colour psychology to balance approachability for students with credibility for parents and teachers.


Consistent Brand Framework: Established and applied unified brand guidelines across digital and print touchpoints to strengthen recognition, trust, and cohesion throughout the user experience.

  • Research

  • Research

  • Accessibility

  • Accessibility

  • Brand Identity

  • Brand Identity

  • AI Workflow

  • AI Workflow

A biofeedback training tool was transformed into an immersive, multi-touchpoint brand experience designed to strengthen engagement and credibility.


The scope involved a visual overhaul of the core gaming interface, the development of a strategic brand identity—including a cross-platform colour system and the redesign of an educational workbook that supports users’ biofeedback learning journey.


These improvements harmonised the brand’s digital and tangible touchpoints, delivering a more engaging and unified experience across all customer-facing touchpoints.

Manana Interactive

Manana Interactive

Age-Appropriate UX: Refined gameplay screens, navigation, and menus to better suit the needs, expectations, and abilities of players aged 7–12.

Accessible Data Visualization: Redesigned biofeedback and performance feedback screens to present complex information in a clear, engaging, and easy-to-understand format for younger users.

Age-Appropriate Visual Identity: Developed a colour palette and visual language informed by colour psychology to balance approachability for students with credibility for parents and teachers.

Consistent Brand Framework: Established and applied unified brand guidelines across digital and print touchpoints to strengthen recognition, trust, and cohesion throughout the user experience.

Narrative Onboarding: Developed a cast of mascot characters and a comic sequence to demonstrate emotional regulation tactics.

Interactive Workbook: Redesigned the reflective workbook to match the game’s immersive visual style.

Age-Appropriate UX: Refined gameplay screens, navigation, and menus to better suit the needs, expectations, and abilities of players aged 7–12.

Accessible Data Visualization: Redesigned biofeedback and performance feedback screens to present complex information in a clear, engaging, and easy-to-understand format for younger users.

Age-Appropriate Visual Identity: Developed a colour palette and visual language informed by colour psychology to balance approachability for students with credibility for parents and teachers.

Consistent Brand Framework: Established and applied unified brand guidelines across digital and print touchpoints to strengthen recognition, trust, and cohesion throughout the user experience.

Narrative Onboarding: Developed a cast of mascot characters and a comic sequence to demonstrate emotional regulation tactics.

Interactive Workbook: Redesigned the reflective workbook to match the game’s immersive visual style.

  • Buttons with gameplay elements

  • Comic sequence sample

Gameplay elements were subtly woven into the comic sequence to strengthen the connection between the narrative and the game. For example, the spacecraft featured in the game appears on the captain’s hat, while in-game obstacle designs were adapted for the control panel buttons.

Website

Problem

Manana Interactive had entered an exciting area of growth, pivoting from being an adult product to more narrowly targeting students aged 7-12.


The game UX needed to reflect this change in business direction and target age group, ensure that all facets were polished, accessible and appropriate.

Problem

Manana Interactive had entered an exciting area of growth, pivoting from being an adult product to more narrowly targeting students aged 7-12.


The game UX needed to reflect this change in business direction and target age group, ensure that all facets were polished, accessible and appropriate.

  • Title screen

  • Device connection screen

  • Level selection screen

  • Title screen

  • Device connection screen

  • Level selection screen

  • Title screen

  • Device connection screen

  • Level selection screen

Process & Technical Integration

My process began with a heuristic evaluation of the existing UI and research into gamification and intrinsic motivation. I explored how to visualize abstract biofeedback metrics into clear, meaningful feedback for the end users.

Process & Technical Integration

My process began with a heuristic evaluation of the existing UI and research into gamification and intrinsic motivation. I explored how to visualize abstract biofeedback metrics into clear, meaningful feedback for the end users.

Problem

Manana Interactive had entered an exciting area of growth, pivoting from being an adult product to more narrowly targeting students aged 7-12.


The game UX needed to reflect this change in business direction and target age group, ensure that all facets were polished, accessible and appropriate.

Problem

Manana Interactive had entered an exciting area of growth, pivoting from being an adult product to more narrowly targeting students aged 7-12.


The game UX needed to reflect this change in business direction and target age group, ensure that all facets were polished, accessible and appropriate.

Constraints

Maintain thematic consistency with the established space-theme narrative.


Ensure interface usability for children aged 7–12.


Adhere strictly to WCAG 2.2 accessibility standards.

Constraints

Maintain thematic consistency with the established space-theme narrative.


Ensure interface usability for children aged 7–12.


Adhere strictly to WCAG 2.2 accessibility standards.

Solutions

Age-Appropriate UX: Refined gameplay screens, navigation, and menus to better suit the needs, expectations, and abilities of players aged 7–12.


Accessible Data Visualization: Redesigned biofeedback and performance feedback screens to present complex information in a clear, engaging, and easy-to-understand format for younger users.

Constraints

Maintain thematic consistency with the established space-theme narrative.


Ensure interface usability for children aged 7–12.


Adhere strictly to WCAG 2.2 accessibility standards.

Solutions

Age-Appropriate UX: Refined gameplay screens, navigation, and menus to better suit the needs, expectations, and abilities of players aged 7–12.


Accessible Data Visualization: Redesigned biofeedback and performance feedback screens to present complex information in a clear, engaging, and easy-to-understand format for younger users.

Solutions

Age-Appropriate UX: Refined gameplay screens, navigation, and menus to better suit the needs, expectations, and abilities of players aged 7–12.


Accessible Data Visualization: Redesigned biofeedback and performance feedback screens to present complex information in a clear, engaging, and easy-to-understand format for younger users.

Role: UX/UI Design, UX Research


Duration: 6 months

Game UI & Experience

Game UI & Experience

Through iterative wireframing and prototyping, I refined the title and results screens to ensure a cohesive visual language. To streamline the handoff and implementation phase, I upskilled in Unity and GitHub, allowing me to directly facilitate the transition of Figma prototypes into the game engine and ensuring that the final implementation balanced my original vision with technical constraints.

Through iterative wireframing and prototyping, I refined the title and results screens to ensure a cohesive visual language. To streamline the handoff and implementation phase, I upskilled in Unity and GitHub, allowing me to directly facilitate the transition of Figma prototypes into the game engine and ensuring that the final implementation balanced my original vision with technical constraints.

Inclusive Design & Accessibility

Accessibility was a core consideration throughout the UI design process. I implemented Lexend, a typeface specifically engineered to improve reading proficiency for neurodivergent users—such as those with ADHD or dyslexia—who are highly represented within our target audience. Colour contrast and iconography were evaluated against WCAG 2.2 criteria to ensure an equitable experience for all players.

Inclusive Design & Accessibility

Accessibility was a core consideration throughout the UI design process. I implemented Lexend, a typeface specifically engineered to improve reading proficiency for neurodivergent users—such as those with ADHD or dyslexia—who are highly represented within our target audience. Colour contrast and iconography were evaluated against WCAG 2.2 criteria to ensure an equitable experience for all players.

Inclusive Design & Accessibility

Accessibility was a core consideration throughout the UI design process. I implemented Lexend, a typeface specifically engineered to improve reading proficiency for neurodivergent users—such as those with ADHD or dyslexia—who are highly represented within our target audience. Colour contrast and iconography were evaluated against WCAG 2.2 criteria to ensure an equitable experience for all players.

Brand Identity

Brand Identity

Solutions

Age-Appropriate Visual Identity: Developed a colour palette and visual language informed by colour psychology to balance approachability for students with credibility for parents and teachers.


Consistent Brand Framework: Established and applied unified brand guidelines across digital and print touchpoints to strengthen recognition, trust, and cohesion throughout the user experience.

Problem

The problem at this stage was that the identity needed to pivot to be age appropriate. A strategic visual framework was required to cultivate brand recognition and establish credibility with stakeholders, such as parents and teachers while remaining approachable for students.

Execution

Following an analysis of colour theory, I selected a primary palette of navy and blue to resonate with the 7–12 male demographic. To communicate the product's focus on self-calming, I introduced turquoise and teal as secondary accents, symbolising emotional equilibrium. This balanced aesthetic successfully bridged the gap between a playful student experience and the professional standards expected by key decision-makers.

Execution

Following an analysis of colour theory, I selected a primary palette of navy and blue to resonate with the 7–12 male demographic. To communicate the product's focus on self-calming, I introduced turquoise and teal as secondary accents, symbolising emotional equilibrium. This balanced aesthetic successfully bridged the gap between a playful student experience and the professional standards expected by key decision-makers.

Execution

Following an analysis of colour theory, I selected a primary palette of navy and blue to resonate with the 7–12 male demographic. To communicate the product's focus on self-calming, I introduced turquoise and teal as secondary accents, symbolising emotional equilibrium. This balanced aesthetic successfully bridged the gap between a playful student experience and the professional standards expected by key decision-makers.

Social Media Posts

Social Media Posts

Social Media Posts

Supporting Material

Supporting Material

Problem

To assist with learning outcomes, the product required stronger narrative immersion. Supporting materials needed to introduce the game’s concepts of biofeedback through storytelling and a physical tool for users to track their behavioral progress.

Solutions

Narrative Onboarding: Developed a cast of mascot characters and a comic sequence to demonstrate emotional regulation tactics.


Interactive Workbook: Redesigned the reflective workbook to match the game’s immersive visual style.

Problem

To assist with learning outcomes, the product required stronger narrative immersion. Supporting materials needed to introduce the game’s concepts of biofeedback through storytelling and a physical tool for users to track their behavioral progress.

Solutions

Narrative Onboarding: Developed a cast of mascot characters and a comic sequence to demonstrate emotional regulation tactics.


Interactive Workbook: Redesigned the reflective workbook to match the game’s immersive visual style.

Solutions

Narrative Onboarding: Developed a cast of mascot characters and a comic sequence to demonstrate emotional regulation tactics.


Interactive Workbook: Redesigned the reflective workbook to match the game’s immersive visual style.

Problem

To assist with learning outcomes, the product required stronger narrative immersion. Supporting materials needed to introduce the game’s concepts of biofeedback through storytelling and a physical tool for users to track their behavioral progress.

Characters

Characters

Characters

AI-Assisted Workflow

I utilised an AI-assisted workflow to rapidly iterate on character archetypes and environmental concepts, ensuring they remained age-appropriate and culturally sensitive. By generating base assets through AI and manually refining them, I was able to maintain high production values within tight deadlines.

AI-Assisted Workflow

I utilised an AI-assisted workflow to rapidly iterate on character archetypes and environmental concepts, ensuring they remained age-appropriate and culturally sensitive. By generating base assets through AI and manually refining them, I was able to maintain high production values within tight deadlines.

AI-Assisted Workflow

I utilised an AI-assisted workflow to rapidly iterate on character archetypes and environmental concepts, ensuring they remained age-appropriate and culturally sensitive. By generating base assets through AI and manually refining them, I was able to maintain high production values within tight deadlines.

Interactive Workbook

A design refresh was also undertaken for a reflective workbook that supports users in tracking and reinforcing behavioural progress. Game-inspired visual motifs, typography, and supporting assets such as the comic characters were incorporated throughout the workbook, strengthening brand recognition and maintaining a consistent visual identity.

Interactive Workbook

A design refresh was also undertaken for a reflective workbook that supports users in tracking and reinforcing behavioural progress. Game-inspired visual motifs, typography, and supporting assets such as the comic characters were incorporated throughout the workbook, strengthening brand recognition and maintaining a consistent visual identity.

Interactive Workbook

A design refresh was also undertaken for a reflective workbook that supports users in tracking and reinforcing behavioural progress. Game-inspired visual motifs, typography, and supporting assets such as the comic characters were incorporated throughout the workbook, strengthening brand recognition and maintaining a consistent visual identity.

Outcomes

Outcomes

The redesigned UI and supporting ecosystem have created a more accessible, engaging, and unified experience. By integrating neurodiverse-friendly design, technical implementation in Unity, and a robust brand system, the project now delivers a consistent value proposition across every user touchpoint.

The redesigned UI and supporting ecosystem have created a more accessible, engaging, and unified experience. By integrating neurodiverse-friendly design, technical implementation in Unity, and a robust brand system, the project now delivers a consistent value proposition across every user touchpoint.

Solutions

Age-Appropriate Visual Identity: Developed a colour palette and visual language informed by colour psychology to balance approachability for students with credibility for parents and teachers.


Consistent Brand Framework: Established and applied unified brand guidelines across digital and print touchpoints to strengthen recognition, trust, and cohesion throughout the user experience.

Gameplay

Positive feedback from end users in target age group:

During the pilot, end users in the target age group did not give negative feedback on navigation or UX, instead of giving positive feedback.

Website Engagement

Time spent on homepage:

Website Engagement

Time spent on homepage:

  • "That was fun!"

  • "The game helped me calm down."

11.7% increase

Comic engagement materials supported regional, commercial partnership discussions and funding applications for a wider rollout.


Future iterations will focus on the incremental introduction of retention-focused mechanisms, such as digital badges and achievement systems.