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Serious Game • Therapeutic Design • 2024

A modular serious game that helps therapists build emotion-based sessions on the spot.

A reusable serious game composed of three magnetic dinosaur boards, 72 interchangeable face and body pieces, and emotion cards that let an autistic child identify joy, sadness, anger and fear, while the therapist runs the activity without planning it from scratch.

Designed as my Industrial Design Engineering graduation project with One to One, a Costa Rican therapy company, for psychologists working with children aged 6–9 on the autism spectrum.

The full toolkit laid out: three dinosaur boards, their magnetic pieces and emotion cards

Role

Research, product & interaction design, prototype and testing

Timeline

19 weeks · 2024

Target users

Psychologists and children aged 6–9 on the autism spectrum

Deliverables

Physical toolkit + interaction guide

01

Starting point

At One to One, psychologists were improvising materials for every session: cutting, printing and adapting activities by hand, one child at a time.

It worked, but it ate into hours they didn't have, and what they built rarely held up long enough to reuse.

No existing material was flexible enough to become a new activity without prep time.

None were designed around autism-specific sensory needs, just adapted as needed.

Reference cards for the four basic emotions, printed and laid out during early prototyping
02

Who I designed for

The Child

Needs it to fit how they experience the world

Sensory sensitivities, motor skills and behavioral patterns vary from child to child, so the game had to work with those differences, not against them.

The Therapist

Needs it to flex on demand

A different child and a different goal every session, without spending planning time building a new activity each time.

03

What the project had to solve

The research made one thing clear: this toolkit had to work for both sides of the session.

It had to respond to both recurring therapist pain points and the practical requirements they needed, while staying clear, tactile and comfortable for autistic children to use.

Pain points

Pain point

Therapists were spending extra time outside sessions preparing materials.

Pain point

Handmade materials wore out quickly, so they needed to be constantly replaced.

Pain point

Most materials were child-specific, requiring new materials for each therapy.

Design requirements

Requirement

The toolkit had to be reusable.

Requirement

The toolkit had to be durable.

Requirement

The toolkit had to be versatile and adaptable.

Other stakeholder priorities

Additional needs from the stakeholder helped shape the final design.

Emotion-focused

Support work around four core emotions.

Child-engaging

Build on children's natural interest in dinosaurs.

Therapist-led

Flexible across goals and session types.

The design tension

Flexible enough for the therapist to build on the spot. Compatible enough for a child on the spectrum to actually use it.

04

The solution

After benchmarking existing therapy and play tools, exploring several design directions, and evaluating concepts against the project requirements, I arrived at my solution:

A modular magnetic toolkit for building emotional expressions during therapy sessions.

Multiple characters for role-play

Interchangeable body and facial pieces

Emotion reference cards

The Triceratops board with its full set of magnetic pieces and emotion cards
Illustration of a friendly triceratops character, the design concept for the magnetic board

Design concept

Magnetic board for building emotional expressions

Adaptability

  • A dedicated area shows where to place the reference card on the board
  • Thick, rigid pieces make handling easier
  • Piece handling can adapt to each child's motor abilities
  • Therapists can change cards based on the child's needs and session goals

Versatility

  • Multiple ways to build each core emotion
  • Mix and match facial and body expressions
  • Use reference cards to recreate an emotion, or build expressions freely
  • Different dinosaurs can be used individually or together to create different scenarios

Reusability

  • Pieces are removable from the board rather than permanently attached
  • Magnets can be added, removed and repositioned repeatedly

Durability

  • Pieces are made from sturdy, hard-wearing materials
  • Magnets allow the pieces to attach securely to the board without permanent adhesives

Visual style

  • Simple 2D illustrations
  • Clean cartoon-inspired aesthetic
  • Minimal visual detail
  • Clear and easy-to-read hierarchy
  • Balanced color palette
  • Exaggerated expressions to make emotions easier to recognize

User experience

  • An instruction guide explains how to use the toolkit across different activities
  • Pieces are designed to be easy to attach, remove and reposition
  • Multiple combinations give children and therapists freedom to create
  • Activities can be guided by the therapist using emotion cards as prompts

What's actually in the box

The final toolkit includes:

  • 3 magnetic dinosaur boards: Triceratops, Brachiosaurus, and T. rex
  • 72 interchangeable pieces: eyebrows, eyes, mouths, and legs
  • 13 emotion cards covering joy, sadness, anger, and fear
  • 1 therapist guide with suggested activities and use cases

How it's played

The toolkit can be used in different ways depending on the child and the session goal. The guide provides structured activities, while therapists can also create their own.

Illustrated three-step sequence: place the reference card, attach the magnetic pieces to the board, then mix and match pieces to create different emotional expressions
05

Testing process and key decisions

Testing helped surface a few key usability issues. These changes made the toolkit easier to handle, easier to understand, and more comfortable to use. Here are three of them:

01

A larger, vertical board made the system easier to use

Problem

The original board was too small and the system lacked orientation consistency between dinosaurs.

What changed

I moved to a larger tabloid-size format and standardized all three boards vertically.

Why it mattered

The toolkit became easier to manipulate, more consistent across characters, and more comfortable for different children to use.

Before: letter-size Triceratops board with small pieces and a side card slot

Before

Letter-size board, small pieces, and a side card slot made it harder to grab and less comfortable for left- or right-handed kids.

After: larger vertical tabloid-size board with more working space

After

A larger vertical board created more working space, improved consistency across all three dinosaurs, and made the layout easier to use.

06

Results

I validated the final design through five expert-review sessions with four psychologists, combining qualitative feedback with a quantitative questionnaire. Overall, they responded positively to the toolkit's usefulness, clarity, and versatility.

Due to confidentiality requirements, I could not test directly with children. These findings therefore reflect expert evaluation and estimated impact, not clinical outcomes.

5

Expert reviews with 4 psychologists

Experts highlighted the system's versatility and potential to support emotion recognition in children.

66%

Estimated reduction in prep time

Psychologists estimated that the reusable toolkit could significantly reduce the time spent preparing materials outside therapy sessions.

100%

Rated the guide's clarity 5/5

All four psychologists found the instructions clear, easy to follow, and appropriate for therapeutic use.

100%

Would use or recommend the toolkit

All four experts said they would use or recommend the toolkit in their practice.

Illustration of the three dinosaur characters, T. rex, Brachiosaurus and Triceratops, together

Key takeaway

Overall Conclusion

The final design provides psychologists with a clear, versatile, and reusable tool for creating engaging emotion-recognition activities without rebuilding materials for every session.

Expert feedback suggests the toolkit is practical and feasible for real-world therapeutic use, while direct testing with children remains an important next step.

Behind the scenes

Questions about this project

One to One's psychologists were rebuilding fragile, child-specific emotion material by hand, outside every session. I wanted a reusable system flexible enough that they'd never have to start from scratch again, while making sure the game itself actually fit the sensory and behavioral needs of a child on the spectrum.

Across five sessions with four practicing psychologists, I tested handling, clarity and therapist comprehension, then compared reported prep time before and after. Confidentiality agreements meant I couldn't observe real therapy sessions, so this validates the concept as a professional tool, not a clinical outcome with children.

Run a carefully managed pilot with children present, therapist-led. More than one psychologist also flagged the dinosaur's real limit: it won't hook every child, and some therapy goals eventually need a human face instead. The best version of this system was never going to be the one with the most features. It was the one that could change without feeling chaotic.