Angie He
PITTSBURGH, PA

The Afternoon Edition · FEATURE

TODAY

RESEARCH GAME · UX DESIGN · TEAM PROJECT

Big insights into little minds

SoKids

A game-based research tool that helps psychologists study how children aged 3–6 perceive social categories, such as race.

Invited speakers · Serious Play Conference 2026

The birthday invitation card on a purple polka-dot background: You are invited to your best friend’s birthday party!
MY ROLE
UX/UI designer & artist · Prototype 1 design lead
TEAM
6 people · see The Team
MADE AT
CMU ETC × Center for Transformational Play
CLIENT
Dr. Catarina Vales, Director of Research at the CMU Children’s School, CMU Department of Psychology
ADVISORS
Jessica Hammer (Director, Center for Transformational Play), Heather Kelley (Professor, ETC)
TIMELINE
2026/01 — 2026/05
TOOLS
Figma, Photoshop, Procreate, Maya (character rigging), Unity
PROJECT WEBSITE
Visit the site ↗ (opens in a new tab)
TAGS
UX researchGame designChild-centered design

01

Overview

Before they can explain it

Developmental psychologists study how young children begin to sort the social world into categories like race, using sorting tasks, forced-choice interviews and structured observation. These methods work, but they depend on asking children direct questions. Young children don’t always have the words to explain their thinking, and sometimes they answer with what they think the adult wants to hear. The tasks are also labor-intensive, which limits how many children can be studied.

How can games help researchers understand what children already perceive?

SoKids turns those research tasks into play on a touchscreen. Children choose, group and give, and the game records those actions as behavioral data. We didn’t invent new measurements: we redesigned how established psychology tasks are conducted.

TWO USERS, ONE TOOL

Avatar creation: a character with brown hair beside a panel of six outfits, with arrow buttons below

Children, 3–6

Need something intuitive and fun, with no reading, no right answers, and no adult guiding them.

Researcher settings screen: dropdowns for each scene, a Randomize box, and Confirm, Save and Load buttons

Researchers

Need structured, repeatable data they can configure and trust.

What success meant (team definition): intuitive for young children, engaging enough to hold attention, and structured enough to produce reliable data.

02

Research

Paper to playtest

Reading first: the research pile

Before designing anything, the team read widely across developmental psychology, race, game-based assessment, child–computer interaction and research ethics. These readings became our design principles:

  • Observe instead of ask
  • Never group or label
  • Voice plus visuals instead of text
  • Ethics first

Starting with 15 games

We analyzed 15 games made for preschoolers. Three takeaways shaped everything after:

  1. Minimal text. Icons and cause-and-effect feedback replace reading.
  2. A few reusable verbs. Tap, drag and trace, reused across scenes instead of new interactions per scene.
  3. Expect mis-touches. Large targets and forgiving interactions; precision is unrealistic at this age.

One semester

  1. January

    Kickoff with CMU Psychology; framing: “a research instrument disguised as play.”

  2. Week 3

    Paper prototype from my idea; the team starts building it in Unity.

  3. Weeks 4–6

    First Unity builds; first playtest with two children.

  4. Week 8

    IRB approval; all members complete CITI research-ethics training.

  5. March–April

    Six weeks of weekly playtests at the CMU Children’s School, rotating between both prototypes.

    • PlaytestMar 17
    • PlaytestMar 24
    • PlaytestMar 31
    • PlaytestApr 21
  6. April

    Final presentation.

  7. August

    Invited talk at the Serious Play Conference, Duke University.

Parallel prototyping

Prototype 1: Birthday Party · Design lead: Angie He

LINEAR STORY

InvitationCreateyourselfArrivePlaygroundGiftdetectiveSwimracePrizesScrapbookFireworksSHAREDInvitationCreate yourselfSHAREDArrivePlaygroundGift detectiveSwim racePrizesScrapbookFireworks
Structure
Linear story
UX goal
Controlled flow
Replay
One play per mini-game

Prototype 2: A Day in the Neighborhood · Design lead: Gamma Zheng

HUB AND SPOKE

Create yourselfSHARED BusLunchPictureGiftCookiesClean upTown hub
Structure
Hub of six mini-games
UX goal
Free exploration
Replay
Replay as often as they like

WHY TWO

Test design strategies

Comparing the two lets us test design strategies.

Validate the data

It gives Dr. Vales cross-validation of the data.

Sessions with children were not recorded, to protect their privacy. I observed in person and took notes; findings come from the team’s observation notes.

03

Design

SoKids Rules

Five of the team’s ten principles:

  1. Assess without teaching. Children should leave the game unchanged. Race and social difference are observed, never explained or named.
  2. Measurable visuals. Character features are research inputs, not decoration: continuous ranges instead of fixed categories, and every attribute logged.
  3. Play between trials, neutral within them. Data moments stay calm and constrained; playfulness lives in between.
  4. Natural play, not a questionnaire. Action-based tasks (placing, giving, grouping) instead of questions.
  5. Ethics first. When clarity and ethics conflict, ethics wins. Consent from parents and schools comes first.

Principles written by the SoKids team.

My role: designing Prototype 1

The project started from my rough paper prototype idea, which the team then built in Unity. I designed Prototype 1: all of its visuals, UI and UX, with game design decided together as a team.

Prototype 1 is a linear story. It starts with a birthday invitation, moves through a series of party activities, and ends with a fireworks show. Each mini-game is played once, with no going back, so the flow stays controlled and comparable from child to child.

From paper to digital

Why the team chose my paper prototype: My prototype uses storytelling to help children understand the context and engages them in fun, purposeful activities that also collect meaningful tracking data.

A pencil sketch of the avatar screen: a bald character on a stand beside a panel of face optionsUnity version: Avatar creation: a character beside a panel of six outfits
Two pencil sketches of the house, one with a girl on the winding path and one with trees on each sideUnity version: A street of houses with an orange car at the path to a blue house
A pencil sketch of four children with music notes and a gift boxUnity version: Illustrated children at a party with balloons, balls, blocks and a gift
A pencil sketch of adults at a long table with a gift on the groundUnity version: Six illustrated adults at a long dinner table with a dropped gift
Two pencil sketches: the best friend thinks of swimming, then says Let’s do a swim race!Unity version: The best friend thinks of a swim race
A pencil sketch of the teammate screen: lanes with characters down the left sideUnity version: Swim lanes with the child’s avatar and friends as teammates
Two pencil sketches of tracing lines, one wavy and one zigzag, each ending at a swimmerUnity version: The swim race tracing line with collectible stars
A pencil sketch of four children under bunting with three prizes belowUnity version: Five illustrated children in a line, three holding gift boxes of different sizes
Two pencil sketches: the best friend thinks of a scrapbook, then asks Can you help me make my scrapbook?Unity version: The best friend thinks of a scrapbook
A pencil sketch of the scrapbook page with character stickers beside itUnity version: A scrapbook page with character heads and party stickers
Every paper screen became a digital scene.

1 / 10

Create yourself

Measures: Self-identification: do chosen traits match the child, and which trait is picked first?

Poster frame: hands on the paper avatar screen

PAPER PROTOTYPE · 56 SECONDS, 2× SPEED

Watch the paper walkthrough

Characters without our own bias

One of our biggest challenges was how to represent racial diversity visually without relying on our own judgment. So the avatars in both prototypes are built on established frameworks: skin tones from the Pantone SkinTone Guide, and hair from the Andre Walker hair typing system. Features work as ranges rather than fixed racial categories, and every attribute a child picks is logged for researchers.

Skin tones: Pantone SkinTone Guide

Hair: Andre Walker hair typing system

Before production, the team ran a character ethics review: sketch 8–12 characters, check each for gender-, class- or culture-coded features, and send them to the client and advisors for feedback.

Visual notes: flat, friendly characters rigged in Maya; soft pastel scenes; large icon-only arrow and check buttons with no text, for pre-readers.

Designing for children who can’t read yet

Our players are 3–6, and most can barely read. Every design choice had two jobs: help children understand what’s happening, and keep their choices intentional, so the data means something.

The picture card: a girl, Dropped their, a gift, then Return it to their, and a question mark over a parent
Voiceover transcript: “Someone dropped their gift! Help return it to their parent!”
The best friend in a swim cap thinks of a swim race
Voiceover transcript: “Let’s do a swim race!”
The best friend thinks of a scrapbook
Voiceover transcript: “Can you help me make my scrapbook?”

Transition frames give children a moment to understand what’s next, and every scene is narrated.

Design choiceWhat it looks likeWhy
Transition framesBefore each activity, the friend “thinks” about what’s next in a thought bubble (a swim race, a scrapbook), or a picture card shows the story (“dropped their gift → return it to their parent”).Gives children time to process the context and get ready for the next task, instead of being dropped into it.
Voiceover, almost no textEvery scene is narrated; the screen has almost no words.Our age group can barely read. Voice removes reading as a barrier, so every child can take part on equal footing.
Minimal distractionSoft, simple backgrounds and only the characters and objects the task needs.Less visual noise keeps attention on the choice, and keeps choices about the characters, not about whatever looks most exciting.
Big buttonsLarge, icon-only arrow and check buttons with generous spacing.Small hands are still developing motor control; big targets prevent mis-taps.

04

Testing

Fixing avatar creation

Avatar creation was where children struggled most, and where I iterated most.

Try it yourself

Before: every option on one screen, Next always active

What I changed

  1. Locked the arrow button until the current step is complete, so children can’t skip ahead by accident.
  2. One choice at a time. Instead of every option at once, the game walks through features one by one, so each option is seen and chosen.

The result: after the change to one action per screen and the locked button, every child finished avatar creation, and they enjoyed creating their avatars much more.

Designing against learning

The game can teach how to play, but must never teach what answer we’re looking for. So the team separated three things:

  1. Teach the interaction, so children know how to play.
  2. Frame the context, so they understand the social situation.
  3. Never teach the interpretation, so their choices stay their own.

“Where do you want to sit?”, never “Sit next to your best friend.”

Every button state, animation and position became part of the assessment condition.

The team’s bigger lesson.

What children showed us

Children weren’t clicking randomly; they were making intentional social choices:

  • Many made avatars that looked like themselves or someone they knew; some held their hair up to the screen to find a matching color.

  • When choosing seats, some explained, “I want to sit with this person because we’re friends.”

  • They told their own stories, like deciding the gifts must be for a birthday, and treated sharing as a fairness problem.

  • Some asked, “When am I done?”, a reminder that clear progress and a clear ending matter.

05

Outcome

From the lab to the stage

The researcher side

Researcher interface (team): researchers configure character attributes and the number of characters, randomize setups, and save or load configurations, so a session can start without preparation.

Data logging (team): four established metrics, logged when the child confirms each scene:

Researcher settings screen: dropdowns for each scene, a Randomize box, and Confirm, Save and Load buttons
  • Distanceproximity
  • Group selectionwho’s together or left out
  • First selectionwho they go to first
  • Final optionhow resources are shared
Five SoKids team members with conference badges, smiling outside a brick building beside a Welcome to Serious Play sign
Our team at the Serious Play Conference, Duke University, 2026

INVITED SPEAKERS · SERIOUS PLAY CONFERENCE 2026

Games Against Learning: Designing Games as Measurement Tools for Children’s Social Cognition

Our proposed session was selected by the conference committee, and our team was invited to present it as a 25-minute talk at Duke University.

Next: a first draft of the research paper is complete; the team is targeting CHI PLAY and CHI.

Project website

The SoKids project website homepage: the logo, the words Play, Pattern, Insight and Big insights into little minds, above a green collage of the team at a whiteboard
Visit the site ↗ (opens in a new tab)
Poster frame: the birthday invitation

DESIGN LEAD: ANGIE HE

Prototype 1: Birthday Party

Poster frame: the neighborhood map

DESIGN LEAD: GAMMA ZHENG

Prototype 2: A Day in the Neighborhood

The Team

Minjung (Min) Park
Producer, research & programming
Tony Liu
Co-producer & research
Angie He
UX/UI designer & artist · Prototype 1 design lead
Gamma Zheng
UX/UI designer & artist (Prototype 2)
Zih-You (Victor) Jhou
Designer
Aya Al Sabahi
Programmer