NoRILLA

NoRILLA

Balance Scale: GUESS
Balance Scale: GUESS

NoRILLA is now in 30+ locations in US and overseas, using by learners in schools, museums, science centers, after-school and early childhood programs.

NoRILLA is now in 30+ locations in US and overseas, using by learners in schools, museums, science centers, after-school and early childhood programs.

My Role

Product Designer and Researcher

I led the end-to-end UIUX design of an educational game for a mixed physical-digital science station, developing an AI-guided learning experience to teach 4–12-year-olds the Balance Scale concept through two interactive modes: "Build" and "Guess".

Tools

Figma, Procreate, Adobe Illustrator, Adobe Photoshop

Team

Chuang Ma, SWE
Henry Chang, SWE
Nersa Yannier, PH.D., Founder and CEO
Kenneth Koedinger, PH.D, Founder


Timeline

Aug. 2023 — Nov. 2024

OVERVIEW

The Intelligent Science Station

An AI-guided physical-digital learning system designed to help K–12 learners understand balance scale concepts through interactive play.
RESEARCH INSIGHTS

AI-Guided + Hands-On Learning

Combining AI-guided feedback with hands-on activities under the scientific inquiry method leads to active learning.
Scientific Inquiry

Less focus on scientific facts and more experiences with scientific inquiry better engage the natural curiosity of children.

Interactive Guidance

Provide adaptive, automated feedback to guide children in scientific inquiry leads to more robust learning outcomes.

PROJECT SCOPE

Leverage EDGE Framework as a Guidance

WHAT and HOW do we design this learning experience?
PROJECT CHALLENGES

Diverse Game Experiences

Existing modes like Play and Compete focus on structured tasks and result prediction, limiting opportunities for open-ended exploration and explicit explanations of underlying concepts and formulas.

Example of Play mode: Inquiry and Prediction

Example of Play mode: Inquiry and Prediction

Example of Play mode: Inquiry and Prediction

Example of Play mode: Inquiry and Prediction

PROJECT PLAN

Diverse Game Experiences

Museum Scenario

Build mode supports mixed-age learners and encourages open-ended exploration.

Build Mode Design
School Scenario

Guess mode supports reasoning and formula-based learning for 3rd+ grade.

Intro

Guess Mode

Unlike Build Mode, which supports open-ended exploration, Guess Mode introduces a leveled path. It is designed for school settings, where learners need more structured guidance, clearer progression, and explicit connections between hands-on play and mathematical reasoning.

DESIGN GOALS

Support Structured Mathematical Learning

CHALLENGE 1

Abstract Concepts

Students need a clear and gradual path to understand how weight, distance, and balance work together, while teachers need structured instruction to guide explanation in class.

CHALLENGE 2

Disconnected Understanding

Students may complete the interaction successfully without fully understanding the mathematical relationship behind it.

DESIGN GOAL 1

Step-by-Step Mathematical Reasoning

DESIGN GOAL 2

Bridge Interaction and Formula Learning
DESIGN PRINCIPLES

Designing for Structured Learning

SR
Structured Guidance

Break learning into manageable steps so students can reason and learn with less confusion.

CI
Clear Instruction
Action before Math

Use simple and timely guidance to support student learning and make teacher explanation easier.

VE
Visible Explanation
Visual Explanation

Use clear visual feedback to connect actions, results, and formulas more clearly for learners.

INSPRIATION

Noah's Ark Story

Noah's Ark set up turns abstract math into a meaningful challenge and gives the game a more memorable narrative background.

Each animal was assigned a distinct weight relationship so students could build a consistent mental model and reuse it across levels.

LEVEL DESIGN

Building Reasoning Step by Step

Learn Animal Weights

Students guess how many blocks each animal equals

Students guess how many blocks each animal equals

Guess Weights/Set Up

Balance with one block

Students balance one animal by placing a single block at the correct distance.

Students balance one animal by placing a single block at the correct distance.

Learn Distance

Balance with two blocks

Students explore how two blocks can work together to balance one animal.

Students explore how two blocks can work together to balance one animal.

Distance + Weights

Balance with animals

Students use animals with different weights to balance the scale

Students use animals with different weights to balance the scale

Complex Scenario

SR
Level 1: Entry

Students begin by identifying how many blocks each animal equals, building the foundation for later reasoning.

SR
Levels 2–4: Progressive

Students move through more complex challenges, from balancing with one block to combining distance and weight. A formula screen after each play helps students see the reasoning.

INTERACTION

Guiding Learners, Supporting Teachers

CI
Timely Prompts

Prompts clearly introduced the task, helping students know what to place and where to begin.

CI
Misplaced Support

The system responded to misplaced setups with understandable guidance, helping students recover and teachers explain why.

EXPLANATION

Making Formulas More Intuitive

VE
Result Visualization

A/B testing showed that visualizing the outcome made the relationship between the result and the formula easier to understand.

Test A

Show verbal result with formula

Test B

Show formula with calculated outcome and tilt boat image

VE
Distance Cues

A/B testing showed that curved cues communicated distance more clearly than ruler markers during explanation.

Test A

Use ruler markers and arrows to show distance

Test B

Use curved cues with arrows to show distance

I liked the animal one the most because it felt like playing with the animals, not doing math.

-- Feedback From Children

REFELCTION

Designing Guess Mode taught me that in educational games, clarity alone is not enoughstudents also need motivation and emotional entry points. By combining structured reasoning with playful characters and visual explanation, I was able to make abstract math feel more approachable, engaging, and easier to discuss with both children and adults.

After launching this mode in schools, one feedback reminded me that educational design is also shaped by the cultural context in which it is used. A teacher pointed out that the Noah-inspired gorilla character could be interpreted as religious, which might raise concerns for parents. In response, we redesigned the character as a more general farmer-like gorilla to keep the experience playful and accessible while avoiding unintended religious associations.


I liked the animal one the most because it felt like playing with the animals, not doing math.

-- Feedback From Children

REFELCTION

Designing Guess Mode taught me that in educational games, clarity alone is not enoughstudents also need motivation and emotional entry points. By combining structured reasoning with playful characters and visual explanation, I was able to make abstract math feel more approachable, engaging, and easier to discuss with both children and adults.

After launching this mode in schools, one feedback reminded me that educational design is also shaped by the cultural context in which it is used. A teacher pointed out that the Noah-inspired gorilla character could be interpreted as religious, which might raise concerns for parents. In response, we redesigned the character as a more general farmer-like gorilla to keep the experience playful and accessible while avoiding unintended religious associations.


I liked the animal one the most because it felt like playing with the animals, not doing math.

-- Feedback From Children

I liked the animal one the most because it felt like playing with the animals, not doing math.

-- Feedback From Children

REFELCTION

Designing Guess Mode taught me that in educational games, clarity alone is not enoughstudents also need motivation and emotional entry points. By combining structured reasoning with playful characters and visual explanation, I was able to make abstract math feel more approachable, engaging, and easier to discuss with both children and adults.

After launching this mode in schools, one feedback reminded me that educational design is also shaped by the cultural context in which it is used. A teacher pointed out that the Noah-inspired gorilla character could be interpreted as religious, which might raise concerns for parents. In response, we redesigned the character as a more general farmer-like gorilla to keep the experience playful and accessible while avoiding unintended religious associations.


Contact Me

Email

ywang.product@gmail.com

Phone

949-732-8343

Yixuan Wang

Thanks for browsing my website

Back to home

Copyright © Yixuan Wang · Designed by Yixuan Wang

Contact Me

Email

ywang.product@gmail.com

Phone

949-732-8343

Yixuan Wang

Thanks for browsing my website

Back to home

Copyright © Yixuan Wang · Designed by Yixuan Wang

Contact Me

Email

ywang.product@gmail.com

Phone

949-732-8343

Yixuan Wang

Thanks for browsing my website

Back to home

Copyright © Yixuan Wang · Designed by Yixuan Wang