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Magic Carpet: World

A Study on the Development of AR Learning Content Based on Service Design, 2019


Role: Service Design PM

Content development: Envisible

Content format: Carpet, Augmented Reality

Crowd funding: kickstarter

We designed Funtory Magic Carpet so our little ones can take their precious childhood memories with them as they grow up just like we did. Funtory Magic Carpet is not a regular playmat; it is a smart playmat with educational AR games designed for the next generation of children!

This content, Magic Carpet, is educational and uses AR technology. Several children can experience this together. Children can watch the content by rolling the smart device with wheels on the carpet that has illustrations of the world map. Children need to follow directions to find animals on the world map.The animals are presented in an interesting way through storytelling.

Can you spot all the animals on the mat? There’s a lot more hiding in every corner of the world if you look at the playmat through our app. The app lets children explore the world by giving them missions to find animals that represent diverse regions. As they play the animal treasure hunt, they will naturally learn geography and the culture of different countries around the world.

The animal treasure hunt comes in various difficulty levels. Once your children complete a mission, they will be given a more challenging one. Not only will the game keep them busy for a while, but it will also provide them a sense of achievement.

Research and Development

A Study on the Development of AR Learning Content Based on Service Design, 2019

This study is aimed at developing a self-directed and interesting AR learning content based on the service design methodology that preschool learners can utilize on their own without the help of parents. The development of AR learning content was accomplished based on four stages of the double diamond model, the most commonly used in service design. In the Discover phase, learner observation, interview with parents, and deriving of seed ideas were conducted. In the Define phase, problems were defined based on seed idea analysis, stakeholder map, persona, and customer journey map. During the Develop phase, we developed a prototype and conducted an expert assessment and usability evaluation. 10 experts in the field of education and educational technology conducted the assessment, and the usability evaluation was implemented on 19 children and their parents. Based on the results of the assessment, the AR learning content was revised and the service blueprint was developed. During the Deliver phase, we designed a business model canvas to confirm the viability of the content in the education field. It is meaningful that this study explored strategies for improving the quality of AR learning content development by designing and organizing every interaction among learners and parents who are actual users of AR learning content, as well as experts and developers in related fields. We hope that this study will be the foundation for analyzing and designing experiences of learners and stakeholders in developing AR learning content.


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