Geopets is an iPad game built and designed to teach patterns and spatial reasoning in the kindergarten classroom. For this project, our team visited an elementary school in Pomona, California and worked closely with one of their teachers to understand the curriculum. On one of our visits we sat down with the kids and played with tangrams. We thought the game would translate well on the iPad. 

Early Ideas on Gameplay and Mechanics

Before starting development, our team did significant pre-planning. I conducted a competitive analysis of similar apps. Our team prepared an overview of our game's architecture, including a UML diagram and a sequence diagram outlining the technical implementation of our app. 

Also in that document are the user stories and flow diagram I compiled to aid in our design decisions. 

When we had everything in place, we submitted our proposal to begin development on the app.

One of the challenges was ensuring that these kindergarteners would understand how to navigate the app. To make this easier, we minimized the number of screens within the game. Then I explored several different interfaces for accessing those screens. 

Early Navigation Concepts

The Final Product

Our initial work is a simple MVP, but it accomplishes our educational goals. By dragging, rotating, and placing the creatures on the screen, kids learn the same spacial skills that translate in the real world. Future work might include the addition of sounds and animations to make the app more dynamic and fun.

This project was part of a large-scale software development course at Harvey Mudd College. I created all the graphics, wireframes, and low fidelity prototypes for the app. Sean McQueen, Joe Newbry, and Sean Adler built an awesome working prototype!