Gamifying STEM: Inspiring Young Minds Through Interactive Design
Product Design | HACKATHON
In a 1-week Creative Jam with Adobe and NASA, I designed "Beyond," an immersive tablet game. This is a tablet game for 11-13 year olds, transforming complex NASA missions into an exciting, project-based learning experience. This case study highlights how thoughtful UX can make STEM education engaging and fun.
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