INDUSTRY:

MICRO-LEARNING EXPERIENCE

CLIENT:

WAAG FUTURELAB & CIVIC TECH. RESEARCH GROUP

YEAR:

2023

EXPERIENCE:

PLAYFUL EDUCATIONAL EXPERIENCES

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Quantum Genius

about.

This project was conducted in collaboration with Waag Futurelab and the Civic Technology Research Group. The goal was to give access to one of the most complex emerging technologies: Quantum Computing. The project focused on creating a micro-learning experience for students and tech-minded citizens, ensuring that the future of technology remains open, inclusive, and understandable for the general public.

design process.

Quantum computing is often perceived as an intimidating, abstract, and highly mathematical field, causing many potential learners to feel they are "not smart enough" to understand it. The primary challenge was to strip away the complexity and translate these difficult concepts into a "digestible," bite-sized format. The design needed to overcome the barrier of intimidation by using clear visualizations and engaging interaction rather than dense theory.


To ensure the solution effectively demystified such a complex topic, I conducted a mix of quantitative and qualitative research:


  • User Research (Survey & Interviews): I surveyed 51 participants to gauge current knowledge levels and learning preferences, discovering that most users felt intimidated by the subject and preferred visual learning over text. Follow-up in-depth interviews revealed that while users were "curious" they often felt they weren't "smart enough" to engage with the topic without guidance.


  • Literature Review: I performed desk research into gamification and micro-learning, validating that short, interactive feedback loops are critical for maintaining motivation in difficult subjects.


  • Data Synthesis: Using clustering and affinity mapping, I analyzed the raw data to identify key insights, specifically that "cooperative learning" reduces anxiety.


  • User Modeling: I created User Personas and User Journey Maps to visualize the emotional journey of a learner, pinpointing exactly where they lose confidence and how a game mechanic could bring them back.

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result.

The final outcome is an interactive card game designed for classroom settings and multiplayer engagement.


  • Gameplay: Users collaborate to solve everyday problems by applying specific "quantum solutions" effectively grounding abstract concepts in real-world logic.


  • Visual Learning: Per user research indicating that visuals are key to understanding, the game utilizes strong visual aids to demonstrate how the solutions work.


  • Educational Structure: To ensure accessibility, the experience begins with introductory lessons to get every player up to speed on the basics before gameplay begins.


  • Social Impact: By gamifying the experience and adding cooperative elements, the project successfully transformed a solitary, difficult subject into a social and motivating learning experience.

Curious about what we can create together?
Let’s bring something extraordinary to life!

Available For Work

Curious about what we can create together?
Let’s bring something extraordinary to life!

Available For Work

Curious about what we can create together?
Let’s bring something extraordinary to life!

Available For Work