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Context

Approach

Outcome & Impact

Section 4

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Context

Approach

Outcome & Impact

Section 4

Oct → Dec 2014

Ed Tech

Narrative design, Creative Coding

A playful way to learn vocabulary and spelling

For my CIID graduation project, I built an interactive story game where children guide a character from birth to adulthood by typing words. Along the way, they practice vocabulary and spelling—creating a unique character and story every time.

Context

Passion seeks problem

As part of my Master’s in Interaction Design at CIID, I had nine weeks to define and deliver a graduation project. Rather than starting from a concrete problem, I explored my interests in generative design, educational games, and interactive storytelling.

Approach

Starting with a hunch

At the time, interactive storybooks mostly felt like analog stories ported to screens with a few mini-games—barely scratching the medium’s potential. To test this hypothesis, I conducted desk research, benchmarked educational games, visited a children’s book fair, and interviewed a professional illustrator.

I embraced rapid prototyping to quickly generate and evolve ideas. Exploring characters as modular systems, I analyzed cartoon figures and deconstructed them into parts.

Prototyping to learn

Using Processing, I built a procedural character generator powered by an invisible skeleton. This structure defined how each character was drawn, moved, and animated, with parameters editable through simple UI sliders. An early feature—a ‘randomize’ button with smooth transitions between states—turned out to be so fun that I knew I was on the right track.

From the start, I tested prototypes with classmates and later three children from Bjørns International School. The kids highlighted the lack of an overarching narrative and non-player characters. In response, I developed a story that embraced character customization and used text fields as the main interaction. Behind the scenes, inputs were mapped to skeleton parameters and easily editable via a CSV file.

To support storytelling, I built a lightweight video editor where I could script character movements, parameter changes, and speech, then render them as video clips. It became a key tool for producing communication materials for the final presentation and beyond.

Learning through play

The prototype became an educational game where players guide an Oddball from birth to adulthood, evolving its appearance and personality by typing words. Thanks to its generative system, every playthrough creates a unique character and story.

Using fruits and vegetables, players shaped Oddballs’ bodies; adjectives defined their limbs; and feelings set their moods. Spelling had to be correct, subtly teaching accuracy, while the drive to create new Oddballs encouraged children to expand their vocabulary.

Outcome

🔮 Innovative Proof of Concept

Delivered a prototype demonstrating the potential of generative, non-linear interactive experiences for education and play.

🔮 Innovative Proof of Concept

Delivered a prototype demonstrating the potential of generative, non-linear interactive experiences for education and play.

♻️ End-to-end Ownership

Single-handedly developed the concept, illustration style, narrative, and a standalone Processing application of ~3,000 lines of code.

♻️ End-to-end Ownership

Single-handedly developed the concept, illustration style, narrative, and a standalone Processing application of ~3,000 lines of code.

🤝 Continuous Co-creation

Built progressively complex prototypes to co-create and validate ideas with classmates, children, and the public.

🤝 Continuous Co-creation

Built progressively complex prototypes to co-create and validate ideas with classmates, children, and the public.

Copyright © 2025 Julian Kraan. All rights reserved.

Copyright © 2025 Julian Kraan. All rights reserved.

Copyright © 2025 Julian Kraan. All rights reserved.

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