Park Quest

AR game based on Wood Yard Park
AR game based on Wood Yard Park

Overview

Overview

ParkQuest is a story-driven AR play system for Wood Yard Park. It transforms the underused graffiti zone into an imaginative, social, and age-responsive play space for children with different social and emotional needs.

Problem

Children use the park unevenly: older children quickly lose interest in the playground, the graffiti zone remains underused, and socially withdrawn children lack a low-pressure way to join play.

Goal

Use AR to turn the graffiti zone into an imaginative play journey that supports exploration, storytelling, and low-pressure social connection.

Result

Prototype testing indicated stronger engagement and smoother co-play.

3-6 x Longer engagement, 20% to 80% collaboration completion.

Responsibities

User Research

3D Modeling

AR Prototyping

Usability Testing

Storyboarding

Responsibities

User Research, 3D Modeling, AR Prototyping, Usability Testing, Storyboarding

Timeline
09/2023-11/2023

Responding to a Prompt

This project was initiated by a design prompt:

Activate Wood Yard Park through an Augmented Reality intervention.

To move forward, I needed to unpack this brief—what does "revitalization" look like? Who is the park for? What are the existing friction points?


To move forward, I needed to unpack this brief—what does "revitalization" look like? Who is the park for? What are the existing friction points?

Research

Upon receiving the prompt, I first conducted preliminary observations at Wood Yard Park to understand the park's basic situation.

Current Experience

Preliminary observations reveal a significant disparity in participation levels within the park:

80% of playground users are ages 2–4; children 5–8 quickly get bored, switch to self-invented games in the playground, and end up competing for space with younger kids.

Age gap in play needs

Age gap in play needs

  • Children spend 12× longer in the playground than in the graffiti zone;

  • The graffiti zone has become more of an adult rest area than a play space for kids.

  • Children spend 12× longer in the playground than in the graffiti zone;

  • The graffiti zone has become more of an adult rest area than a play space for kids.

Uneven Engagement

Socially withdrawn children hover on the sidelines and rely on nearby caregivers, while tight-knit friend cliques make it even harder for them to join play.

Socially withdrawn children hover on the sidelines and rely on nearby caregivers, while tight-knit friend cliques make it even harder for them to join play.

Social barriers

Uneven Engagement

  • Children spend 12× longer in the playground than in the graffiti zone;

  • The graffiti zone has become more of an adult rest area than a play space for kids.


Socially withdrawn children hover on the sidelines and rely on nearby caregivers, while tight-knit friend cliques make it even harder for them to join play.

Social barriers

To turn observations into design opportunities, I’ll explore four key questions.

To turn observations into design opportunities, I’ll explore four key questions.

1

Graffiti Zone Retention?

  • Why is the Graffiti Zone "visually attractive" yet "lacks retention power"?


  • What is its interactive potential?

  • Why is the Graffiti Zone "visually attractive" yet "lacks retention power"?


  • What is its interactive potential?

2

Age Gap & Unmet Needs?

What cognitive and social needs do children aged 4+ have that existing facilities can't meet?

3

Social barriers?

  • For socially withdrawn children, what specific barriers must they overcome before joining in?


  • What kinds of "social scaffolding" can we provide?

4

AR as a Bridge?

How can AR act as a "bridge" that both balances foot traffic across zones and catalyzes natural social play?

Hear it more from the children and caregivers

I conducted qualitative research across three child–caregiver groups, combining caregiver interviews with naturalistic observation to examine park behavior patterns, participation barriers, caregiver concerns, and responses to AR experiences.


Research Scope & Trade-off


  • Constraint
    Within the eight-week timeline, direct, age-appropriate sessions with children required additional preparation beyond the available time.


  • Priority Decision
    I prioritized caregiver interviews and naturalistic observation to capture observable behavior and participation context while preserving time for prototyping and testing.


Research Synthesis

I mapped caregiver perspectives and children’s observed behavior separately, then compared them to identify recurring patterns, differences, and shared design opportunities.

Jason · 5 years old - The Park's “Quiet observer”

What is he resisting?

The dual pressure of initiating interaction while meeting parental expectations.

The moment of success?

When he brought a toy, others approached him—allowing him to join social interaction without initiating conversation.

Jason longed to join, but couldn’t crack the simple icebreaker others instinctively knew.

Pain point

He often feels “different.” His fear of saying the wrong thing stops him before he begins. Relying on his parents as a social bridge only reinforces the “outsider” label.

Goal

A low-pressure, parent-free social entry that makes initiation safe and natural. Not about learning skills, but about dissolving fear of rejection through successful inclusion, ultimately building the inner belief 'I belong here.'


Jason longed to join, but couldn’t crack the simple icebreaker others instinctively knew.

Pain point

He often feels “different.” His fear of saying the wrong thing stops him before he begins. Relying on his parents as a social bridge only reinforces the “outsider” label.


Goal

Create a shared reason for children to join play without having to make the first move or rely on a parent. Rather than teaching social skills, the experience aims to reduce fear of rejection through small moments of inclusion and gradually build a sense of belonging: “I belong here.”

Leo · 6 years old - Story creator and challenge seeker

His mind is eager to “Invent rules and stories,” but his body can only “repeat the slide.

Pain point

Static play loses its responsiveness and meaning. When the environment cannot support challenge, storytelling, or progression, he quickly disengages and turns to instantly responsive screens.


Pain point

Static play loses its responsiveness and meaning. When the environment cannot support challenge, storytelling, or progression, he quickly disengages and turns to instantly responsive screens.

Goal

What he needs isn’t more playground equipment, but a game mechanism that lets him set rules, fuel narrative imagination, and keep proving, “I’m good at this.”


Goal

What he needs isn’t more playground equipment, but a game mechanism that lets him set rules, fuel narrative imagination, and keep proving, “I’m good at this.”

Jason and Leo reveal two contrasting but complementary participation styles: one initiates through challenge and creation, while the other hesitates but longs for connection and belonging.


This points to a design opportunity: creating a play system where one child’s initiative becomes another child’s invitation to join.

Design Goal

Create a flexible and inclusive park play system that helps children with different social and play needs join more easily, stay engaged, express creativity, and build connection, while helping caregivers feel confident in screen-based interaction.

Synthesizing User Needs

Concept

ParkQuest transforms the underused graffiti zone into a story-driven AR play system where children discover characters whose "differences become strengths", follow missions that extend into the park, and enter shared play through exploration, imagination, and low-pressure social interaction.

Before

Underused graffiti zone

After

Continuously Generating Imagination, Opportunities for Social Interaction

Design - Early experience flow

Storyboard

  1. Scan and meet character

Location-based Trigger

Guided by the story character, children explore the park to find hidden patterns. Each scan unlocks a new AR story.

  1. Receive mission and explore

Educational Stories

Stories in which two different groups of characters reveal how their weaknesses turned into their strengths.

  1. Invite and share

Group Photo

Back at the park, the task is to invite other children to join in taking a group photo with the AR characters.

Evaluation & Iteration

To evaluate whether the prototype supported independent exploration, sustained engagement, emotional understanding, and low-pressure social interaction, I conducted iterative testing using storyboards, printed prompts, video prototypes, and AR simulations with children and caregivers.


Participants 8 children (5–8 yrs)

Methods Storyboard + AR prototype + Think-aloud + Observation

Metrics Completion rate · Engagement time · Social interaction · Parent intervention

Evaluation Goals

🧭

Spatial agency

Can children navigate the full loop independently? Do they follow prompts correctly?

Attraction Duration

Do they stay longer at the graffiti zone—or lose interest quickly?

💓

Emotional resonance

Can they grasp "flaw as strength"?

🤝

Social Breakthrough

Do they seek less help from parents? Are socially withdrawn children approached more by peers?

What worked:

✅ Children were able to follow the visual cues independently with minimal adult guidance.

✅ The unlock mechanics effectively sparked their engagement and excitement.

✅ Caregivers responded positively to the imaginative and collaborative story content.


What need iteration:

  • Narrative — passive audio lost attention after ~90s

  • Social — verbal invitations created hesitation for withdrawn children

  • Navigation — arrow guidance lacked clear arrival confirmation

1

Redesigning the Narrative Experience

From passive listening to task-driven participation

Redesigning the Narrative Experience

From passive listening to task-driven participation

What Failed


The narrated story lost children's attention after about 90 seconds. They wandered, tapped to skip, or asked when they could play.

What Worked


The monsters sparked curiosity. Children attempted unscripted interactions with characters.

💡 Insight


Auditory input is insufficient to sustain cognitive engagement in young children. They need a way to get involved in the story.

Turn story listening into story changing.

Tasks gave children a role inside the story, turning them from listeners into participants.

Before: Passive Listening

The monster tells how its mocked flaw became a strength.

👆

👆

Low agency

🕐

🕐

90s avg. attention

😑

😑

8/10 distracted

⏏️

⏏️

3/10 exited early

After: Task-Driven Story

Children drag the power stone to give the monster a superpower, turning its flaw into a strength.

📝

📝

Story intervention

✔️

✔️

9/10 completed rounds

🕐

🕐

5-8 min engagement

🔁

🔁

3 asked to replay

✅ By allowing children to influence the story through action, engagement lasted 3–5× longer, with 90% completing all rounds and 30% asking to replay.

2

Redesigning the Social Trigger

Reducing Friction in Peer Invitation

Redesigning the Social Trigger

Reducing Friction in Peer Invitation

What Failed


Withdrawn children could join when invited, but froze when they had to invite others.

What Worked


AR monster attracted a crowd without anyone saying a word
— children gathered around the screen first, then started playing together.

💡 Insight


AR could create connection, but the trigger was wrong. Connection needed to be system-triggered, not child-initiated.

Turn "verbal invitations" into "doing something together".

We removed verbal initiation and replaced it with a shared physical task—so connection happens through action, not words.

Before: Photo Invitation

Before: Photo Invitation

💬

💬

Requires verbal invitation

🕐

🕐

5-10 min hesitation

📶

📶

2/10 completed collaboration

After: Unlock Together

After: Unlock Together

💬

💬

Natural Convergence

🕐

🕐

< 2min hesitation

📶

📶

8/10 Completed

✅ By shifting from child-initiated invitations to system-facilitated shared tasks, we reduced collaboration friction by 80% and increased completion rate from 20% to 80%."

3

Optimizing Navigation Guidance

From arrow guidance to character-led pathfinding

Optimizing Navigation Guidance

From arrow guidance to character-led pathfinding

What Failed


The arrow guidance didn’t clearly show where to stand or how many steps remained, so children paused and looked for confirmation.

What Worked


Children could follow arrows to get a general sense of direction

💡 Insight


Children did not only need directional guidance; they also needed clear arrival confirmation.

The character leads children forward and waits at the target spot.

Before: Arrow Navigation

Before: Arrow Navigation

🕐

🕐

3-5 min to locate target

📐

📐

Stopped before target

🫴

🫴

Needed intervention

After: AR Character Guidance

After: AR Character Guidance

🕐

🕐

< 1 min to locate target

📐

📐

Reached exact spot

🫴

🫴

No intervention

✅ We reduced mid-route confusion from 5/10 to 1/10 and eliminated the need for parental intervention.

Final Design

The underused graffiti zone becomes a space where imagination, collaboration, and connection happen—naturally.

1/4

Educational Stories About “Differences”

The characters in The Woods Yard Park draw from their own experiences to convey a message to children: Embrace diversity and shift our perspective to recognize that "flaws" can be transformed into strengths.

1/4

Educational Stories About “Differences”

The characters in The Woods Yard Park draw from their own experiences to convey a message to children: Embrace diversity and shift our perspective to recognize that "flaws" can be transformed into strengths.

1/4

Educational Stories About “Differences”

The characters in The Woods Yard Park draw from their own experiences to convey a message to children: Embrace diversity and shift our perspective to recognize that "flaws" can be transformed into strengths.

Scan & meet a character → Complete task → Activate co-play pairing → Unlock hidden monsters → Celebrate with shared AR photo → Collect more monsters

Early Prototype Outcomes

Early prototype testing showed promising short-term signals: children stayed engaged longer and more participants completed the collaborative task. These results reflect a small prototype study - not real-world product impact.


  • 3 - 6× longer observed engagement
    Compared with the baseline activity under the same test conditions.


  • 1/5 → 4/5 completed the collaborative task
    From the photo-invitation prototype to the shared-unlock prototype.

Reflection

I learned that designing for children’s social connection is less about asking them to be social, and more about creating the right conditions for interaction to emerge.

For AR to be meaningful, it should not replace physical play. It should help children read the space, enter the story, and connect with others at their own pace.


Evidence Boundaries


Within the eight-week project, I prioritized caregiver interviews and naturalistic observation to capture real behavior while preserving time for prototyping and testing. This created two limitations:

  • Indirect access to motivation

    Caregiver interviews provided context but filtered children’s motivations through an adult perspective. Observation showed what children did, but could not fully explain why.


  • Limited child-led validation

    Story, reward, and replayability decisions were evaluated mainly through observed behavior rather than directly co-designed or prioritized with children.




Next Validation


  • Co-design Replayability with Children

    Use age-appropriate activities to let children shape and prioritize story themes, collectible paths, and progression mechanics.


  • Scale Beyond Pairs

    Test how three or more children can participate without reintroducing invitation pressure, exclusion, or one child dominating the experience.


  • Measure Sustained Field Use

    Conduct longer-term field testing to examine repeat visits, engagement duration, collaborative play, and reliance on caregiver prompting.

Weiyu Huang

UI/UX Designer

2026 Weiyu Huang. All Rights Reserved

Weiyu Huang

UI/UX Designer

2026 Weiyu Huang. All Rights Reserved