Overview 


"Yummy Yummy" is an innovative augmented reality (AR) pet-raising game designed to address a crucial challenge: the eagerness of children to own pets without a full understanding of the responsibilities involved. This game provides a virtual platform where children can gain firsthand experience in pet care, aligning with the report from the National Polls on Children's Health (2019) which suggests that children over five years old can begin to learn about pet care responsibilities under parental guidance, while also noting that children under ten should not be solely responsible for a pet's care. Through "Yummy Yummy," children learn valuable lessons in responsibility, time management, and empathy, preparing them for the possibility of pet ownership in the real world. The game not only aims to educate but also to instill a sense of accomplishment and pride in young players as they successfully meet the needs of their virtual companions.


Duration: 
3 weeks
Tools Used:
Adobe Illustrator, Adobe Photoshop, Adobe XD,  Canva, Figma, Sketch


Research
Quantitative Research
Recent studies offer revealing insights into the fervent desire among children for pet ownership. According to a survey o2,000 parents of school-aged children by OnePoll (2020), children will plead with their parents for a pet approximately 1,584 times before they turn 18. This persistence begins early, with children starting to request a pet at an average age of six, mentioning their wish as frequently as 11 times per month. The data, commissioned by Spin Master and reported by SWNS, highlights that the dog is the most requested pet, with a staggering 78% of children longing for canine companionship
The survey also indicates a strategic approach to pet acquisition among parents: 78% believe in starting with smaller responsibilities and progressively building up to the addition of a new pet. This philosophy is reflected in the 25% of parents who prefer their children to demonstrate their ability to care for a toy pet before welcoming a living one into their home.
Joshua Davis, 7 years old    Elementary School

" 
I really, really want a dog! They're so fluffy and fun, and I think having one would be the best thing ever! I'd name him Captain, and we’d be the best team ever. I’d play with him every day and share my cookies with him. But Mom and Dad say we have to think a lot before we get one. Mom says dogs need lots of things, like walks, and food, and baths, and they even go to the doctor—just like us! And Dad says we're all super busy, and where would the doggy stay when we visit Grandma and Grandpa?
"
I know how much my son wants a dog, and I can see why. He talks about playing with him every day, and it warms my heart to see him so excited. But getting a dog is a big step, and there's a lot we need to think about before taking that leap. It's a lot of responsibility, and I'm not sure he realizes just how much time and patience it takes to raise a dog properly.
I wish there was a way for him to understand the full picture of what it's like to care for a dog before we make a decision. That would show us how ready he is for this commitment.
Joshua's dad, an engineer works for a big company
Mind Mapping 
Storyboard
User flow
Wireframe
User Interface
Incorporating features that mimic the initial steps of pet ownership and provide continuity for returning players enriches the user experience. ​​​​​​​

The process of allowing new players to create a profile by choosing a virtual cat or dog, selecting the gender, and naming their pets as they wish serves multiple educational and emotional purposes. This initial stage of the game plays a role in fostering a sense of ownership, creativity, and responsibility among children, paralleling the experience of acquiring a real pet. 
For returning players, the ability to select from the archives and continue with their previous game reinforces the ongoing commitment required in pet care. It teaches children that caring for a pet is not a one-time task but a continuous responsibility that evolves over time.
Saving players' previous storylines and pet care progress enables a sense of growth and development. Children can see how their actions have impacted their pets over time, highlighting the long-term commitment and the cumulative effect of their care decisions.
The ability for players to track the virtual pet's status teaches children about the ongoing monitoring and attentiveness required in pet care. With a status tracking system, children can see real-time indicators of their pet’s hunger, hygiene, and happiness levels. Similar to how they would need to pay attention to a real pet's behavior and condition, children should be aware of the pet's needs at any given moment. Routine is a significant component of pet care. Regularly checking the pet’s status in the game helps children understand and establish a routine of care, reflecting the real-life commitment of feeding, bathing, and playing with a pet at regular intervals.


To make the experience engaging and educational, "Yummy Yummy" incorporates a unique feature where children use AR technology to scan the environment for hidden treats, which is inspired by popular games like "Pokémon Go". This feature uses AR technology to encourage children to walk around their real-world environment—be it their home, a park, or any safe, permissible area—to search for virtual treats. This activity mimics the routine of walking a dog, fostering the habit of regular exercise and engagement that is crucial for a dog's well-being.
These treats are not just part of an entertaining treasure hunt; they translate into credits within the game. Children must manage these credits to provide for their virtual pet's needs—food for sustenance, baths for hygiene, and toys for emotional well-being. By earning credits through finding treats, children learn to allocate their limited resources wisely. They have to make decisions on whether to spend their credits on food, baths, or toys, which mirrors the real-life choices pet owners make in prioritizing their pet's needs.
Final Prototyping 

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