Gamification
Training
Customer
Plume - 2020
Target audience
Children aged 8 to 12
Educational goals
Gamify the application to encourage use
Our proposal
Plume is a mobile application for children aged 8 to 12 to increase their enjoyment of writing. As part of the development of the app's second version, we assisted the designers with gamification and the user experience (UX) to serve educational innovation. Our advisory role was to devise several gamification scenarios, evaluate their execution costs, and build the corresponding level-design elements.