HeartWare

Challenge:

Aiming to support schoolchildren in learning to write through the possibilities of modern sensors and AI, STABILO has developed an innovative product: the Digipen. Inspired by this product, we asked ourselves whether a digital pen could also serve as an innovative input device for digital games. The goal of this project was to explore whether a DigiPen could provide new, unique gaming experiences compared to traditional input devices such as keyboards, mice, or game controllers. Accordingly, in summer semester 2024 we gave students of the lecture “Designing Gamified Systems” the following challenge:

Develop an innovative game concept (single-player or multiplayer) in which a DigiPen is used as the input device, and that players rate the gaming experience more positively compared to using traditional input devices for games.

Lecture: Designing Gamified Systems

Date: Summer semester 2024

Results: 

HeartWare

Team:

Erika Sanchez WongXhovana PrengaFelix SchuhmannMahakdeep Kaur

Abstract:

HeartWare is a gamified learning system developed to enhance the educational experience of children by integrating the Stabilo EduPen into a 2D platformer game. The project aims to provide children with fun and interactive breaks during their learning sessions, thereby maintaining high levels of focus and cognitive performance. The game features a robot character, Michael Machini, on a quest to gain empathy by helping animals. Players navigate through levels, collecting gems and transformation triggers, and use the EduPen as the primary input device.

Gamification in educational tools has shown promise in mitigating boredom and lack of concentration in children. The Stabilo EduPen, with its integrated sensors, offers new opportunities for enhancing the learning process. HeartWare aims to leverage these technologies to create an engaging and educational experience that supports children’s learning and motor skill development.

We developed a 2D platformer game using Unity, integrating the Stabilo EduPen as the primary input device. The game comprises a tutorial level and two complete levels, each offering unique challenges and transformations for the player’s character. Our development process included iterative testing and adjustments to enhance gameplay and functionality. Following development, we conducted user testing with adults and children to assess the game’s usability and engagement. Feedback was gathered through guerrilla testing and contextual inquiry methods to understand user experiences thoroughly.

Users responded positively to the game, expressing enjoyment and engagement with the EduPen as an innovative input mechanism. Particularly, children appreciated the game’s challenges and character transformations, highlighting its appeal in educational gaming contexts. However, challenges surfaced during testing, especially among younger children who found controlling the character with the EduPen difficult due to occasional responsiveness issues. Technical feedback indicated instances of slow or unresponsive pen behavior, suggesting areas for improvement in user interface and input responsiveness. Moving forward, we aim to refine the game’s integration with the EduPen, expand the level design with additional challenges and transformations, and align the gameplay experience with Stabilo’s educational objectives.


Items used in this project are licensed based on the Adobe Stock-Medien license.