Timeline

Tools

Role

Overview

Clients

14 weeks

Figma

Unity

Useberry

Kicks Lab is a simulation-based shoe design game in which students aged 13-18 apply scientific principles to solve practical problems in a classroom setting through problem diagnosis, iterative failure, and real time data analysis.

Simulation-based shoe design game for STEM education

UX/UI design, User testing, Prototyping

Team

1 UX/UI designer (Me)

2 Producers

1 Artist

1 Programmer

Major Achievements

 · Collaborated with 2 simulation company clients

 · Went through 4 rounds of user testing for 40+ people

 · Spoke to 2 STEM Leaders to validate concept

 · Iterated design based on Ansys UX designer feedback

 · Implemented interactable UI in Unity

Simulation-based learning that fosters agency and

empowers students to design, test, and see their impact


The goal

Students lack access to STEM environments and insights that nurture their agency,

leaving them disengaged from the learning process.

Problem Statement

How might we translate complex STEM concepts into

accessible and engaging learning for teenagers?

Diagnosis

Analyze customer’s pain points and hypothesize solutions based on requirements

Prototype Design

Actively test hypotheses by manipulating material and structure choices

Iteration and Analysis

Review simulation data and refine the design, mirroring real-world engineering workflows

The challenge

Making STEM learning more relatable

Many American teenagers find traditional STEM education to be dry, abstract, and disconnected from their lives. This leads to disengagement and a lack of interest in pursuing STEM fields.

Project Goal

Educational Goals

Simulation based learning that fosters agency and empowers students to design, test, and see their impact

  1. Teach materials, design, and performance factor affects shoes

  2. Learn data interpretation and analytical matching

  3. Critical thinking through analysis

  4. Practice resilience by iterative testing

Target Users: Youth 13-18

Balancing Client Needs and Educational Goal

Challenges

02

01

Utilization of real simulation data

Suggestion of possible shoe simulation data usage idea


Client Needs

02

03

01

Make complex ideas accessible and engaging

Engaging the players, movitating iteration


Providing streamlined user experience


Educational Goal

To bridge the gap between industry-scale data and everyday reality, I adopted gamification to make complex STEM concepts relatable and engaging for teenagers.

Design Strategy

Gamification Strategy

Relatable Real-World Context

Leveraging the shoe to transform abstract engineering principles into tangible lessons.

Cognitive Load Reduction

Distilling raw technical parameters into intuitive terms, making it more accessible.

Narrative/Dialogue-Driven Guidance

Utilizing customer personas and dialogue to frame technical requirements as relatable human problems.

Multisensory Feedback

Providing validation through visualized data and simulation animations to help players understand the impact of their choices.

User Flow

Core Gameplay Loop

Optimizing the Feedback Loop for Iterative Learning

In A/B testing, 72.2% of users preferred Flow B because it transformed the testing phase from a linear chore into a high-utility diagnostic tool.

Design Decision 1

Prototype Lab

27.7%

A: Sequential Testing

Information Lag: Users lacked feedback on success or failure until the final screen

Low Relevancy: Forcing users through every test animation created unnecessary friction

Prioritized Attention: Red "X" icons helped users self-direct to specific failures

Diagnostic Dashboard: Results provide a clear roadmap for the next build

Tighter Loop: Upfront failure identification makes rapid iteration feel more intuitive

72.2%

B: Results-Driven Testing

Finding Instructional Interface for Prototype Lab

Users preferred Version B due to its clear information hierarchy and persistent description panel. Dedicated Info Panel allowed users to compare material properties instantly without extra clicks. I finalized the interface based on this dispersed layout.

Design Decision 2

More accessible information

Easy to control with both hands

Adds extra step when applying

44.4%

B: Dispersed + Info Panel

A: Right Cluttered + Tooltip

Clear division of workspaces

Requires extra click for info

38.8%

A: Right Cluttered + Tooltip

Good for option scalability

Awkward visual hierarchy

Info Panel often got covered by hand

16.6%

C: Bottom Cluttered + Info Panel

Adding a Stepping Stone: Scaffolding the Engineering Process

Playtesting revealed a significant cognitive gap between reading customer requirements and selecting technical shoe parameters. Users were overwhelmed by the transition, struggling to translate abstract needs into material properties.


To bridge this cognitive gap, I added a "Plan Prototype" phase where users form a hypothesis by setting "Aimed Statistics" before building. By replacing complex terms with relatable descriptors, I lowered the barrier to entry and turned material science into an intuitive design strategy.

Design Decision 3

Provides instant context for teenagers to internalize unknown STEM terms

Relatable Descriptors

Customer Requirements

Provides direct comparison that helps planning

Statistic Definitions

Simulation Results

Immediate, high-level feedback on performance goals

Hints for Iteration

Visual guides that bridge the gap between test failure and the next design choice

Dialogue Type Hints

Narrative-driven cues that provide contextual design advice

Tooltip Panel for Complex Terms

Persistent support for complex material science concepts

Instructional Measures Throughout the Game Flow

Design Decision 4

Visual Identity & Design System

Visual Identity

Implementing UI & Interaction States in Unity

Implementation

Deliverable

Gameplay Video

@2026 Jiwon Park

Create a free website with Framer, the website builder loved by startups, designers and agencies.