Megan Whelen
2017–18

ACE Explorer

UCSF's attention and memory test for kids was accurate, but felt like homework. I led the team that turned it into a game they wanted to finish.

The temple room with glowing crystals

The problem

Researchers got accurate data from ACE, but middle schoolers were bored and didn't want to finish it.

What I did

Recruited and directed a 4-person team to rebuild it as an adventure game, from the story and art to the UI kit.

Result

60 kids

tested it in schools. Facilitators said they were much more engaged.

01

A test, not a game.

ACE measured attention, working memory and goal management for research in schools. It was accurate, and it felt like homework.

The grant's goal: make it something a 12-year-old would choose to finish.

Before

The original ACE screens: bright clouds, generic buttons

After

ACE Explorer screens: dark jungle temple theme

02

Give it a story.

Players explore a jungle temple. Each crystal opens one of the tests as a mini-game, and finishing it lights the crystal up.

Light them all and a portal opens to a new world, where your scores are waiting. The world is different every time you play.

The portal opening
The explorer character in a new world
Final scores for attention, goal management and working memory

03

Give it a system.

I designed the UI kit in Illustrator so the Unity developer could import every piece: type, buttons, stars and progress bars, all in the temple's stone and glowing green.

Each test got its own symbol and answer buttons. I specced every screen as a clickable Axure prototype, so the game could be built without guesswork.

UI kit: typography and buttons
UI kit: type and buttons.
Game symbols and answer buttons
Game symbols and answer buttons.

The numbers

60students tested it, grades 6 to 8
6facilitators ran the sessions
4specialists I recruited and directed
"Kids seem much more engaged with this version of ACE."
Session facilitator
"It's amazing what you have done with Axure, that saves us a lot of work and iterations, plus the game is looking great."
Unity engineer, on my interactive specs

What didn't work

Some sounds and gestures didn't work.

Some sound effects didn't land, and kids couldn't hold an iPad steady enough to trace a shape. We changed both for the final build.

Outside our test sessions there would be no facilitator to explain things, so we rewrote the tutorials to do it.