Tanji Holmes
Design Portfolio
Fright Night
Online Game promoting growth mindset
Project Manager: Tanji Holmes, Tech Manager: Dan Brady, Learning Design Leads: Ella Chen, Luyi Xu, UX/Graphics Designer: Sabina Zacco
When it comes to learning new material, learning happens on a scale. Some students understand material faster than others and some student processes the material at their own pace. All levels of understanding is perfectly unique to each child and should not be shamed or frowned upon if/when learners make mistakes along the way. Unfortunately this is happening and as a result is affecting learners mental health. The continuous paranoia surrounding trying not to make a mistake is extremely stressful for students.
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With all of this in mind, we created an online game where learners can participate and learn freely without the negative feedback surrounding making a mistake. In fact, we aimed to encourage users to look at their mistakes, if they make any, to help them realize that their mistakes are what can lead them to succeed! Through a mission driven maze, users will face a multitude of mistakes from hitting a dead end in the maze, to making mistakes in the mini-game. Each mistake is a chance for users to learn from it and try again and we have put unique features throughout to help encourage growth mindset along the way.
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This game was created with the intension of inspiring users to adopt a growth mindset to academic failure and to then apply it in the classroom moving forward.
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Motivational candy wrapper given when a player misses a mini game
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Contributions
• Served as project manager in designing and creating an interactive online game for middle school students to encourage a growth mindset surrounding failure within education
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• Kept track of all pieces of the project from storyline to prototype, oversaw the tech developer, learning design lead, and UX/Graphics leads contributions and how each fit together
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• Maintained project timeline, process log, and made sure all deliverables and action items ran on time
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• Conducted empathy interviews, play testing, met with experts in the field, and planned weekly meetings
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• Presented a project prototype to a team consisting of researchers, creative staff, educators, and senior executives
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• Gave group trainings on the prototype and participated in leadership team meetings