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

From User Insight to Tangible Play

Melody Adventurer / Musical Construction Game

A modular physical–digital product system that translates user research into configurable interaction, prototype-led iteration, and a calm CMF direction for children aged 6–10.

  • OwnershipIndividual project
  • TestedRolling path & key activation
  • ProposedAudio-recognition electronics
Interactive 360° product system — 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, final film & visuals

Ownership & Current Status

A resolved concept with a clear boundary between evidence and proposal.

My Contribution

Individual academic project

I conducted the research, selected and developed the concept, designed the interaction and product architecture, built the CAD and study prototypes, and produced the CMF, visualisations, and film.

Verified in This Project

Mechanical interaction & design logic

Study models verified the rolling path and basic key activation; benchmarking and kinematic simulation informed the next iteration.

Next Validation Step

Sound, electronics & child usability

Next: engineer audio recognition, tune acoustics, validate production materials, and test comprehension, setup, and replay with children and educators.

01 / Context & Design Question

Designing a slower reward loop through tangible play.

Context & Audience

Children aged 6–10, playing at home or in shared learning environments.

The project explores an alternative to highly immediate digital feedback: an activity where children first construct, predict, and adjust before receiving a musical and narrative reward.

Design Question

How might tangible play create a clear sequence of construction, prediction, correction, and reward?

The project translates research on motivation, manageable challenge, and error recovery into a physical interaction; it does not claim measured behavioural or clinical outcomes.

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 / Research to Design Criteria

Research moved from observed behaviour to explicit product rules.

Interview notes recording a child's description of screen use and sustained attention
Interview / Self-report

Relaxing feedback could also be difficult to leave.

One qualitative interview suggested that screen use could feel relaxing yet difficult to stop, while longer concentration felt harder to sustain.

Design implication → Make progress visible without continuous stimulation
Contextual observation notes from an after-school domestic session
Domestic Observation

Self-directed sequencing created a quieter focus.

In one after-school session, initial restlessness eased as the child began arranging small tabletop objects into a repeated sequence.

Interaction implication → Make hands-on sequencing the core action
Anonymised group observation showing children following a shared activity
Shared-activity Observation

Clear shared structure helped the group stay with the task.

A common goal and adaptable rules supported attention and negotiation; greater complexity disrupted the action sequence.

System implication → Keep rules legible and difficulty adjustable
  1. 01 / ChallengePredictable steps with adjustable difficulty
  2. 02 / FocusConstruction before digital feedback
  3. 03 / RewardMelody and story mark visible progress
  4. 04 / RetryReconfigurable modules make errors recoverable

Scope note: this was a small qualitative study used to direct concept development, not to claim behavioural or clinical outcomes.

03 / 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 priorities

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

Melody Engineer

Music, construction, and movement created a multisensory, configurable play system.

Why it advanced Delayed musical reward, flexible paths, and solo or collaborative play gave it the strongest combination of research fit, replay, and development potential.

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

Roll in Peace!

Strength Immediate rolling-ball cause and effect.

Not selected → Its fixed board limited configuration and replay.
AirPath early breath-controlled balancing concept
Alternative C

AirPath

Strength Focused, embodied breath control.

Not selected → It offered less construction, replay, and collaborative potential.

Development Decision

Develop Melody Engineer by retaining configurable musical construction while simplifying setup and giving the rolling sequence a narrative purpose.

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?

Three system proposals exposed different usability and hierarchy risks.

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.

04 / Interaction Logic

The reward arrives after the child builds, predicts, and tests.

  1. 01

    Choose a story

    Insert a narrative card and listen until the story pauses.

  2. 02

    Read the sequence

    The module displays the musical pattern to recreate.

  3. 03

    Build the path

    Configure tracks and place colour-coded musical keys.

  4. 04

    Release the ball

    The ball strikes the keys and plays the sequence.

  5. 05

    Continue or retry

    A correct melody advances the story; errors invite adjustment.

Storyboard showing a child choosing a story, configuring the musical path, and replaying the sequence
The storyboard checks whether the five-step logic remains understandable across setup, play, correction, and narrative continuation.

05 / Product System

One modular platform supports construction, music, storytelling, and replay.

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

System Architecture

Configurable parts make difficulty and melody visible.

The foldable perforated panel accepts one-, three-, and five-level tracks. Colour- and length-coded keys map notes from Do to Sol, while the detachable narrative module manages the story, score, and play states.

  • Foldable perforated play panel
  • Reconfigurable stepped tracks
  • Colour-coded musical keys
  • Detachable narrative module and story cards
Exploded concept architecture of the Melody Adventurer narrative module

Narrative Module

Story, score & audio verification

A proposed NFC story-card workflow and note-recognition PCB compare the played sequence with the stored score. The module can also detach for listening mode.

Concept architecture — electronics not yet engineered
Technical concept drawings for the foldable panel and modular track attachment

Physical Platform

Fold, configure & correct

The perforation matrix, magnetic modules, collection tray, and foldable support were designed to simplify setup, error correction, transport, and storage.

Preliminary construction proposal

06 / Ergonomics & CMF

Scale and visual hierarchy were designed around clear reach and calm domestic use.

Anthropometric and dimensional studies for Melody Adventurer

Anthropometric Reference / Ages 7–10

Reference data defines the preliminary play envelope

For the broader 6–10 target, preliminary sizing used available 7–10-year-old data. An 8-year-old 95th-percentile reference limited the active area to 310 mm high × 462.5 mm wide; a 7.5–8.5-year-old grip reference limited track width to 91 mm.

Fit and reach for six-year-old users still require testing
CMF palette and proposed materials for Melody Adventurer

CMF Direction

Neutral surfaces, functional colour

Warm wood and lightly textured matte parts reduce visual noise; vivid keys remain functional note identifiers. Proposed materials include FSC-certified rubberwood, fibre-reinforced ABS, PP, and anodized aluminium.

Material and manufacturing choices remain preliminary
Physical colour and material samples including anodized metal chips, light wood, and polymer pellets
Physical samples used to compare touch, colour response, and perceived quality.

CMF Material Evidence

Comparing real samples before fixing the rendered palette.

I purchased and compared anodized-metal colour chips, a light wood sample, and fibre-reinforced polymer pellets to assess tactility, perceived quality, and coherence with the calm domestic direction.

  • Light woodWarm domestic base and visible grain
  • Textured polymerSofter touch and lower visual glare
  • Anodized metalClear functional colour cues for the notes

Sample-level evaluation—production materials and finishes remain proposed.

07 / Prototype & Validation

Early tests exposed the difference between making a sound and making a clear note.

Physical study video — rolling path and sequential key activation; not a child usability test.

Prototype-led Iteration

The stepped path worked; the first keys did not sound clear enough.

The study verified sequential ball travel and basic key activation. Compared with a commercial xylophone, the first keys sounded muffled; this led to a proposed architecture with stiffer keys, elastic supports, and a resonance cavity.

Tested

Path & basic activation

The physical model confirmed sequential ball movement across the stepped route. A SolidWorks motion study checked travel to the collection tray without interference.

Changed

Key support & resonance

The first keys sounded quieter and less bright than the commercial reference. Greater key stiffness, elastic supports, and a resonance cavity informed the next architecture.

Not yet verified

Final sound, electronics & use

Acoustic tuning, note-recognition electronics, production durability, and comprehension, setup, and replay behaviour with children still require testing.

08 / Final Concept

A physical sequence becomes a melody—and a reason to continue the story.

Product Introduction Film

From setup to story progression

The film brings product architecture, play sequence, interaction modes, and CMF into one concise final presentation.