A set of physical toys and a companion app: parents get guidance on artistic training, and children solve challenges together in augmented reality.
A questionnaire gathered first-hand information on the market for an artistic training product. Desk research on the theory of artistic training helped pin down the target age group and behaviour.



A pair of personas, parent and child, captured needs, pain points and motivations, and set the priorities for the design.

Four strands ran in parallel: a service blueprint (user journey, front and back stage, third-party support), the gameplay logic, wireframes and UI for early usability testing, and models of the physical toys.




The complete story of how a family uses the toys and the app together.
