GlobeKin (UNDER NDA)

GlobeKin (UNDER NDA)

Duration

Duration

Duration

Feb 2025 - Present

Feb 2025 - Present

Feb 2025 - Present

Team

Team

Team

Carla Johnson Vincent

Carla Johnson Vincent

Carla Johnson Vincent

Jeremy Vincent

Jeremy Vincent

Jeremy Vincent

Jason Cline

Jason Cline

Jason Cline

Harris Brown

Harris Brown

Harris Brown

John Ferguson

John Ferguson

John Ferguson

Tools

Tools

Tools

Figma

Figma

Figma

Tumult Hype

Tumult Hype

Tumult Hype

JavaScript, HTML/CSS

JavaScript, HTML/CSS

JavaScript, HTML/CSS

My Role

My Role

Role

Interaction Designer

Interaction Designer

Interaction Designer

UX Engineer

UX Engineer

UX Engineer

LXD

LXD

TL;DR

TL;DR

GlobeKin is an edtech startup on a mission to make learning engaging through culturally immersive, gamified experiences for kids. As part of their MVP push to attract early investors, the team needed to transform static Figma designs into fully interactive, HTML5-based games.

Please contact me for an interview to discuss more about this project.

#BETALAUNCH!

TL;DR

GlobeKin is an edtech startup on a mission to make learning engaging through culturally immersive, gamified experiences for kids. As part of their MVP push to attract early investors, the team needed to transform static Figma designs into fully interactive, HTML5-based games.

Please contact me for an interview to discuss more about this project.

#BETALAUNCH!

Focus

The project had three learning concepts designed in Figma, each with a narrative and visual aesthetic. However, they lacked any interaction logic, animations, device responsiveness, and most importantly immersive learning experience.

Business & Learning Goals :

  • Performance Consulting: Validate how each game’s learning objectives tied to cognitive milestones for early learners (e.g., spatial reasoning, memory recall).

  • Evidence-Based Design: Infuse brain-based learning and neuro-gaming techniques to maximize engagement and retention.

  • Multi-Modal Delivery: Transform static screens into responsive HTML5 experiences featuring drag-and-drop, quizzes, narration, and animated feedback.

  • Scalability & Handoff: Produce production-ready prototypes and documentation that global teams can extend.

  • Stakeholder Alignment: Polish interactions and visuals to support GlobeKin’s investor pitches. Demonstrating both learning impact and technical feasibility.

On top of that, these experiences would be shown to potential investors, so polish, functionality, and visual alignment mattered a lot.

Learner Experience Designer | UX Engineer

I joined as a bridge between the design and dev teams, handling the full production pipeline for each game experience:

Performance Consulting & Discovery
  • Conducted kickoff workshops with product leads and child-learning SMEs to translate high-level educational goals (e.g., “improve classification skills”) into measurable in-game behaviors.

  • Mapped desired learning outcomes to interaction patterns, ensuring each mechanic (drag-and-drop, branching quiz) served a validated pedagogical purpose.

Rapid Tool Mastery & Prototype Build
  • Self-taught Tumult Hype’s timeline animations and JavaScript API within one week, leveraging prior interaction-design and programming experience.

  • Developed three HTML5 modules directly from Figma:

    1. Diving in the Depths (7 min) – Underwater drag-and-drop exploration with voice-over prompts and immediate corrective feedback quizzes.

    2. Beyond Planet Earth (6 min) – Space narrative featuring branching interactions, animated progress indicators, and knowledge checks.

    3. Rooted in Nature (5 min) – Scrollable ecosystem journey with clickable hotspots, scenario-based questions, and adaptive hints.

Brain-Based & Experiential Learning Integration
  • Applied cognitive load theory to chunk content into 15–30-second micro-interactions, minimizing extraneous processing.

  • Embedded spaced retrieval by re-introducing key concepts across modules and varying quiz contexts.

  • Introduced gamified feedback loops (e.g., animated progress bars, auditory cues) to reinforce correct choices and gently scaffold errors.

Measurement Strategy & Documentation
  • Defined in-module metrics (quiz accuracy, time to completion, hint usage) and integrated basic analytics hooks for future A/B testing.

  • Authored a Handoff Playbook detailing:

    • Storyboards and wireframes for each interaction

    • Asset catalogs and naming conventions

    • JavaScript logic outlines and Tumult Hype scene breakdowns

    • Recommendations for scaling to new modules and localization

Outcome

By the end, I delivered:

  • Interactive Prototypes Delivered: Three polished HTML5 games, SCORM-ready, and device-responsive, embedded in GlobeKin’s web platform.

  • Detailed documentation for future designers, improving the design system and development pipeline.

  • Investor Momentum: The immersive demos became centerpiece assets in GlobeKin’s Series A pitch, helping secure follow-on funding.

These MVP game builds are now being used as part of GlobeKin’s investor pitch, playing a key role in their early-stage growth.

After Thoughts
  • Prototyping isn’t just a phase, it’s a bridge. I saw firsthand how strong interaction design accelerates dev timelines and strengthens investor buy-in.

  • Brain-Based Design Accelerates Learning: Employing cognitive-science principles (spaced practice, meaningful feedback) transformed static content into high-impact, retention-focused experiences.

  • I love being at the design/dev intersection. This role deepened my confidence in working cross-functionally and reinforced how much value I can bring in hybrid roles.

  • Being resourceful is part of the UX mindset. Solving problems that weren’t strictly “UX” helped me better understand how small details shape the full user experience and how valuable it is to have someone who connects the dots across design, development, and delivery.