Hero Project 02 / Human-centered Product System Design / Melody Adventurer

From User Insight to Tangible Play

A modular physical play concept with a proposed digital story module, developed through qualitative research, concept selection, physical prototyping, and CMF exploration.

  • OwnershipIndividual project
  • TestedRolling path & physical key contact
  • ProposedAudio-recognition electronics
Interactive 360° concept model — drag to rotate or open full screen ↗
Role
Industrial Product Designer — individual academic project
Timeline
September–December 2025
Tools
User research, SolidWorks, 3D printing, physical prototyping, rendering
Deliverables
Research synthesis, product system, study models, CMF proposal, concept film & visuals

01 / Context & Design Question

Exploring slower, more legible forms of play.

Context & Audience

Intended audience: children aged 6–10, at home or in shared learning environments.

Research and sizing references centered on ages 7–10; fit for six-year-olds remains untested. The project explores how a hands-on activity might support sustained engagement without relying on continuous digital stimulation.

Design Question

How might a low-stimulation, hands-on play experience make progress clear and encourage children to stay with an activity?

Use-scenario visualization of a child configuring Melody Adventurer at a desk
Intended use scenario A seated, hands-on activity that keeps construction and musical cause-and-effect within view. This is a concept visualization, not a usability-test photograph.

02 / Final Concept & Proposed Interaction

The concept links a physical sequence to melody and story progression.

Final Concept Film

Intended setup and story progression

Physical rolling and key contact tested · Audio recognition and story feedback simulated

Proposed Interaction Logic

One story branches into Listening Mode or hands-on Game Mode.

Game Mode is the core physical loop; Listening Mode remains a secondary, untested extension. The narrative module and melody-recognition feedback were not implemented.

Proposed Melody Adventurer user-flow diagram: insert a story card, choose Listening Mode or Game Mode, and in Game Mode arrange the musical keys, release the ball, then retry or continue the story based on the result
Complete Proposed User Flow

Mode selection, story pauses, melody setup, retry feedback, and story continuation. Electronic feedback remains conceptual. Select the diagram to inspect it at full size.

Archive note: these original academic PDFs preserve the initial concept framing and include statements that were not validated. The evidence boundary on this page reflects the current project status.

03 / Research to Design Criteria

Observed behavior and theory informed five design requirements.

Documented Research Scope

The process booklet documents qualitative viewpoints from one parent and one 8-year-old child, plus three contextual observations: an 8-year-old after school; two children aged 7 and 9 during shared free play; and a school activity with approximately 8–10 nine-year-olds.

Full interview research board documenting qualitative viewpoints from one parent and one 8-year-old child
Interview Profiles / Self-report

Screen use could feel relaxing and still be difficult to leave.

The booklet documents qualitative viewpoints from one parent and one 8-year-old child. The child described screen use as relaxing and difficult to stop, and reported shorter sustained attention.

Contextual observation notes from an after-school domestic session
Domestic Observation

Self-directed sequencing created a quieter focus.

During one after-school session, restlessness eased once the child began arranging objects into a repeated sequence.

Full anonymised school activity observation board documenting shared structure, attention, and task disruption
Two Shared-play Observations

Clear shared structure supported negotiation and task continuity.

Across shared free play and a school activity, a common goal supported negotiation and task continuity; added complexity disrupted the sequence.

01 / Observed Patterns

Structure supported task continuity.

Across the documented sessions, repeated sequences, clear shared goals, and manageable complexity were associated with steadier task continuity.

02 / Theory-informed Principles

Design choices—not tested outcomes.

Task breakdown, predictable routines, delayed feedback, and noncompetitive progress were adopted as principles rather than claimed as observed effects.

03 / Design Requirements

Two inputs became concept criteria.

The observed patterns and theory-informed principles became five requirements used to compare and develop concepts.

Five Design Requirements

These requirements guided concept development; they do not demonstrate developmental or behavioral impact.

  1. 01

    Make the order legible

    Use clear steps and predictable progression.

  2. 02

    Break down the task

    Move through choosing, building, testing, correcting, and repeating.

  3. 03

    Keep progress noncompetitive

    Avoid points, rankings, and peer comparison; mark task progress instead.

  4. 04

    Delay the reward

    Construction and testing come before melody and story continuation.

  5. 05

    Make the routine repeatable

    Keep the core loop stable enough to learn and replay.

Method note: this small qualitative sample guided concept criteria. Personalization, shared play, and adjustable difficulty remained secondary opportunities. The study does not support behavioral, developmental, or clinical outcome claims.

04 / From Concept Selection to Product Direction

Two decisions focused an early interaction idea into a coherent tabletop system.

Decision 01 / Interaction Direction

Which concept should be developed?

Three parallel directions were compared—not presented as chronological iterations.

Selection Lens / Qualitative Designer Assessment

I compared three directions against four qualitative priorities; this was a design decision, not a weighted user-test score.

  • 01Research fit
  • 02Cause-and-effect clarity
  • 03Configurability & replay
  • 04Development potential
Melody Engineer early concept combining construction, movement, and music
My Selection Rationale

Melody Engineer

Why I advanced it I selected Melody Engineer because its configurable paths, delayed musical feedback, and solo or shared play aligned with the project criteria while leaving room for further development.

Roll in Peace early rolling-ball rhythm game concept
Alternative B

Roll in Peace!

Strength Immediate rolling-ball cause and effect.

I did not advance it because the fixed board limited configuration and replay.
AirPath early breath-controlled balancing concept
Alternative C

AirPath

Strength Focused, embodied breath control.

I did not advance it because it offered less construction, replay, and shared-play potential.

Development Decision / Melody Engineer

Retained
Configurable musical paths · rolling cause and effect · solo and collaborative play
Changed
Screw-based assembly → removable note keys · open play → build, predict, and test · musical result → story progression

Decision 02 / Architecture & Form

Which architecture best supports that interaction?

Development EvidenceReview three architecture alternatives and identified risks
System proposal sketch combining a foldable board, modular musical tracks, story cards, and a separate narrative reader
Proposal 01

Separate story reader

Risk identified It split the information hierarchy and left system feasibility unresolved.

SolidWorks proposal using a tall easel frame for the board, tracks, narrative module, and collection tray
Proposal 02

Tall easel architecture

Risk identified Its footprint and elevated interaction area conflicted with seated tabletop play.

SolidWorks study of a larger radio-like narrative module with a card slot, speaker field, screen, and controls
Proposal 03

Large narrative module

Risk identified Its visual volume competed with the child-built physical path.

05 / Product System, Interaction & CMF

One modular concept combines construction, music, storytelling, and intended domestic use.

Exploded overview of the Melody Adventurer panel, tracks, musical keys, narrative module, cards, pegs, and balls

System Architecture

Configurable parts are intended to make challenge and note sequence visible.

Track height is intended to vary challenge; key color and length encode notes; the proposed narrative module would manage the story, target sequence, and next action.

  • Foldable perforated play panel
  • Reconfigurable stepped tracks
  • Color-coded musical keys
  • Detachable narrative module and story cards

Narrative Module

Proposed story identification & audio verification

NFC is proposed to identify the story card; separate audio sensing would evaluate the played notes against the stored musical sequence.

Electronics not yet engineered
Technical concept drawings for the foldable panel and modular track attachment

Physical Platform

Fold, configure & correct

A perforation matrix, modular tracks, collection tray, and folding support are intended to simplify setup, correction, and storage.

Preliminary construction proposal
Anthropometric and dimensional studies for Melody Adventurer

Preliminary Anthropometric Reference / Data for Ages 7–10

An initial size envelope—not a validated fit.

Reference data produced an initial envelope of 310 mm high by 462.5 mm wide; the 91 mm track width references grip-length data for ages 7.5–8.5. These dimensions have not been validated with children.

Reach, grip, and six-year-old fit require user testing

Proposed System Logic

NFC selects the stored content and target sequence; acoustic sensing evaluates the played notes. The two independent routes converge only at sequence comparison.

Route A · NFC Content

  1. NFC Card IDReads the story-card identifier
  2. Content SelectionLoads the stored story and target sequence

Route B · Acoustic Evaluation

  1. Audio CaptureA proposed sensor captures the played melody
  2. Note RecognitionADC and frequency analysis estimate the detected notes

Sequence Comparison

Compares Route B’s detected notes with Route A’s target sequence, then returns retry or continue feedback.

Concept architecture only—no integrated PCB, recognition algorithm, or child-facing test was completed.

Rendered CMF palette and proposed materials for Melody Adventurer
Rendered CMF direction
Physical color and material samples including anodized metal chips, light wood, and polymer pellets
Physical samples

CMF Reference Samples & Material Proposal

Reference samples informed the proposed visual and tactile direction.

Warm, lightly textured surfaces aim to limit visual noise, while vivid keys are intended to differentiate notes.

  • Proposed: FSC-certified rubberwoodModular panel & selected structure · CNC cutting · water-based, non-toxic finish
  • Proposed: wheat-straw rABSSecondary housings & low-wear components · injection molding
  • Proposed: polypropyleneButtons & connector modules · injection molding · candidate resilience and fatigue resistance
  • Proposed: anodized aluminumMusical keys · CNC milling · candidate stiffness and wear benefits; acoustic performance unverified

Generic reference samples were reviewed; exact grades, FSC certification, bio-content, acoustic performance, supplier, tooling, compliance, and production feasibility were not verified.

06 / Simulation & Physical Prototype Checks

Physical checks separated simulated motion from real-world contact.

SolidWorks Motion Study

Checked ball travel and sequential key contact.

Used alongside physical prototyping to review path continuity and possible interference.

3D-Printed Bench Test

Revealed contact and friction the simulation could not represent.

Observed ball release, key contact, and stall points in the assembled study model.

Prototype progression showing a polystyrene proof model, a modified commercial xylophone benchmark, and 3D-printed Melody Adventurer study models
Commercial benchmark + polystyrene proof model + 3D-printed studies

Prototype Iteration Chain

Each model answered the next physical question.

The rolling interaction was retained; benchmark inspection and early trials informed changes to key support and acoustic structure.

  • 01 / BaselineA commercial xylophone and polystyrene model established sound and motion baselines; the ball completed the route, but the tone was duller.
  • 02 / ResponseInspecting the xylophone suggested stiffer keys, elastic supports, and an internal resonance cavity.
  • 03 / Study modelsSolidWorks and 3D-printed mechanisms examined path continuity, contact, attachment, folding, and access.

Prototype evidence—not acoustic tuning or production validation.

Evidence Boundary

What was tested—and what still needs validation.

Tested / Observed

Route completion, key contact & transition friction

The ball completed the stepped route, although some physical trials stalled at transitions and sounded duller than the reference. Simulation checked possible interference; generic CMF samples informed the visual and tactile direction.

Proposed / Not Yet Validated

Electronics, acoustics, production & child use

Open work includes note recognition, acoustic tuning, production feasibility, durability, reach and grip, six-year-old fit, and child comprehension and replay. No behavioral or clinical outcomes were tested.