OurCity

OurCity

OurCity

Physical-Digital City Building Game for Kids | Jan – May 2025

Physical-Digital City Building Game for Kids | Jan – May 2025

Playful Product Design
Playful Product Design
Playful Product Design
Physical Computing
Physical Computing
Physical Computing
Solidworks & Woodshop
Solidworks & Woodshop
Solidworks & Woodshop
TOOLS/SKILLS

TOOLS

Arduino, CD4051 multiplexers, resistors, copper tape, SolidWorks, laser cutting, 3D printing, Unity

Arduino, CD4051 multiplexers, resistors, copper tape, SolidWorks, laser cutting, 3D printing, Unity

MY ROLE

MY ROLE

Hardware Lead / Creative Technologist / Interaction Designer

Hardware Lead / Creative Technologist / Interaction Designer

TEAM

TEAM

3 students (Mechanical Engineer, Architecture, Design)

3 students (Mechanical Engineer, Architecture, Design)

CONTEXT

CONTEXT

Playful Interactions, CMU School of Design

Playful Interactions, CMU School of Design

AUDIENCE

AUDIENCE

Children: Ages 7-10

Children: Ages 7-10

Overview

Overview

OurCity is a physical-digital city-building game where children use passive sensing blocks to rebuild a projected city around fictional residents’ needs.

Players choose a storyline, respond to character prompts, and place physical buildings on a shared board. Their choices shape the projected city, turning empathy into something children can build, negotiate, and revise together.

My role: I led the hardware and tangible interaction system, including resistor-coded blocks, Arduino sensing tests, block prototyping, and board fabrication. I also contributed to the gameplay loop and prompt logic.

Result: We built a fabricated experience prototype combining a physical board, building pieces, projected visuals, character prompts, and modular Arduino sensing tests, proving the interaction concept and defining the next hardware pass.

OurCity is a physical-digital city-building game where children use passive sensing blocks to rebuild a projected city around fictional residents’ needs.

Players choose a storyline, respond to character prompts, and place physical buildings on a shared board. Their choices shape the projected city, turning empathy into something children can build, negotiate, and revise together.

My role: I led the hardware and tangible interaction system, including resistor-coded blocks, Arduino sensing tests, block prototyping, and board fabrication. I also contributed to the gameplay loop and prompt logic.

Result: We built a fabricated experience prototype combining a physical board, building pieces, projected visuals, character prompts, and modular Arduino sensing tests, proving the interaction concept and defining the next hardware pass.

Story-Driven Design

Interactive Prototype

OurCity Project Preview:

OurCity Project Preview:

Players place physical buildings on a shared board, respond to character prompts, and shape a projected city together through spatial choices.

How can kids learn empathy through playing?

How can kids learn empathy through playing?

We started with a question: how can children practice empathy through play instead of being directly instructed to “be empathetic”?

We started with a question: how can children practice empathy through play instead of being directly instructed to “be empathetic”?

Research into children ages 7-10, public play environments, and empathy-building activities pointed us toward 3 recurring themes:

Research into children ages 7-10, public play environments, and empathy-building activities pointed us toward 3 recurring themes:

Role-play

Fictional residents let children consider needs outside their own.

Building for others

Physical making turns care into concrete placement decisions.

Shared negotiation

Group play creates discussion around tradeoffs, access, and community needs.

Early research mapped developmental needs, empathy activities, and public-space play opportunities.

These insights pushed us toward an open-ended collaborative city-building game. With this, empathy could happen through spatial decisions: where do buildings go, who are they for, and how do players negotiate different residents’ needs.

These insights pushed us toward an open-ended collaborative city-building game. With this, empathy could happen through spatial decisions: where do buildings go, who are they for, and how do players negotiate different residents’ needs.

Precedents like LEGO showed how block-based play can support active making, collaboration, and open-ended problem-solving.

Research Takeaway

Children learn social concepts more naturally through role-play, building, and negotiation than through direct instruction.

Design Implication

Make empathy something children can physically build, revise, and discuss together.

Game Concept: Turning Empathy into City-Building

Game Concept: Turning Empathy into City-Building

City-building became the strongest direction because it made empathy spatial, collaborative, and visible. It was also a great match for my team's skillsets and backgrounds: architecture, design, and engineering.

We explored several concepts like cooking games, mystery narratives, and role-playing activities. City-building stood out because a city naturally creates tradeoffs. Where do resources go? Who has access? What needs to be near where? How does one decision affect multiple different residents?

City-building became the strongest direction because it made empathy spatial, collaborative, and visible. It was also a great match for my team's skillsets and backgrounds: architecture, design, and engineering.

We explored several concepts like cooking games, mystery narratives, and role-playing activities. City-building stood out because a city naturally creates tradeoffs. Where do resources go? Who has access? What needs to be near where? How does one decision affect multiple different residents?

Why City-Building?

Why City-Building?

Perspective Taking - Residents have different needs and constraints

Agency - children make visible choices that affect the world

Collaboration - multiple players build, negotiate, and revise together

Physical Play - blocks create an intuitive, hands-on interaction

Open-Ended Problem Solving - there is no single correct solution

How The Game Works

1.

1.

Choose a fictional city

Choose a fictional city

2.

2.

Meet its residents with specific needs

Meet its residents with specific needs

3.

3.

Build buildings for the residents on the shared board

Build buildings for the residents on the shared board

4.

4.

Projected city responds, prompting discussion and revision

Projected city responds, prompting discussion and revision

Example Prompts:

Example Prompts:

“Place a hospital near the senior center.”

“The repair crew needs a power station nearby.”

“This apartment should be one floor so older residents can get in.”

PlayTesting

PlayTesting

Block prototypes tested grip, stackability, facade variation, and contact placement.

Before building the sensing system, we tested the physical play format with cardboard boards, rough building pieces, and sample prompts. We wanted to understand how players gathered around the board, how large the pieces needed to be, and whether the prompts created natural discussion.

Early mockups helped us test board scale, group access, and how players gathered around the city.

The tests showed that the physical format mattered as much as the story. Board shape affected group access, prompts helped players negotiate placement, and block details like rounded edges, grooves, facades, and stackability made the pieces feel more like toys.

Playtest focus

Playtest focus

Playtest focus

What we learned

What we learned

Design decision

Design decision

Board shape

Board shape

Board shape

Players gathered more naturally around non-square boards

Players gathered more naturally around non-square boards

Moved toward a round/hexagonal shared layout

Moved toward a round/hexagonal shared layout

Prompt Style

Prompt Style

Prompt Style

Open-ended prompts created discussion without one correct answer

Open-ended prompts created discussion without one correct answer

Kept resident needs as flexible constraints

Kept resident needs as flexible constraints

Hardware

Hardware

Hardware

Pieces needed to be easy for children to grip, place, stack, and rearrange.

Pieces needed to be easy for children to grip, place, stack, and rearrange.

Added rounded edges, grooves, and magnets

Added rounded edges, grooves, and magnets

Building variety

Building variety

Building variety

Different footprints made the city feel richer

Different footprints made the city feel richer

Added facades and multi-space buildings

Added facades and multi-space buildings

Group play

Group play

Group play

Players needed equal access to the board

Players needed equal access to the board

Designed around shared, multi-sided interaction

Designed around shared, multi-sided interaction

Creating a Physical-Digital System

Creating a Physical-Digital System

I led the hardware and tangible interaction side of the project. My work focused on turning the gameplay concept into a physical-digital system: passive sensing blocks, board detection zones, Arduino logic, block prototyping, and fabrication.

Area

Area

Area

My Contribution

My Contribution

Research Synthesis

Research Synthesis

Research Synthesis

Helped translate empathy/play research into game mechanics

Helped translate empathy/play research into game mechanics

Interaction Design

Interaction Design

Interaction Design

Contributed to the gameplay loop, character prompts, and tangible placement logic

Contributed to the gameplay loop, character prompts, and tangible placement logic

Hardware

Hardware

Hardware

Designed passive resistor-coded blocks and board sensing architecture

Designed passive resistor-coded blocks and board sensing architecture

CAD & Fabrication

CAD & Fabrication

CAD & Fabrication

Prototyped blocks in SolidWorks; fabricated board layers and physical pieces

Prototyped blocks in SolidWorks; fabricated board layers and physical pieces

Electronics

Electronics

Electronics

Tested Arduino, resistors, copper contacts, and CD4051 multiplexers

Tested Arduino, resistors, copper contacts, and CD4051 multiplexers

Integration

Integration

Integration

Structured how physical readings could map to Unity feedback

Structured how physical readings could map to Unity feedback

Core Challenge

Make the interaction feel simple for children while hiding a reliable sensing system underneath.

The blocks had to work as both toys and circuit components. If they felt fun but didn’t make consistent contact, the interaction broke. If they sensed correctly but felt fragile or awkward, the play broke.

System Solution: Physical Blocks as Digital Signals

Blocks use passive components, resistors and copper tape, to be uniquely identified via analog signals.

To connect the physical game to the projected world, I developed a sensing concept using passive resistor-coded blocks. Each building block contained a resistor and copper tape contacts. When placed on the board, the block completed a circuit and produced a unique analog value that could be mapped to a building type.

1. Physical block is placed on game board

2. Copper tape on block completes circuit on board

3. Embedded resistor creates unique analog signal

4. Multiplexer polls board zones to determine block location

5. Arduino maps reading to building ID

6. Unity receives data (block location and type)

7. Projected city updates

Passive Electronics

A key design decision was keeping the blocks passive. The blocks have no batteries, microcontrollers, or powered electronics inside. That makes them cheaper, safer, more durable, and easier for children to handle.

I built the board as a layered system: a visible road/play surface, a detection layer with copper contact zones, and an electronics base for wiring, multiplexers, and Arduino hardware.

Prototyped building blocks and accessories were refined for grip, stackability, and consistent electrical contact.

I also prototyped the building blocks in SolidWorks, adjusting their geometry for grip, stackability, facade variation, and electrical contact. Through testing, I adjusted copper tape placement, widened resistor spacing, added small lips to improve contact pressure, rebuilt loose connections, and tested zones modularly before integrating them into the full board.

The biggest technical lesson was that the sensing system was not only an electronics problem. It was also a mechanical design problem. A circuit could work cleanly on a breadboard and still become unreliable inside a physical play object because of contact alignment, pressure, wire strain, and analog threshold variation.

Custom Arduino + MUX system polls all zones and transmits unique analog profiles to Unity in real time.

Results

Final Prototype Included:

Fabricated physical board

3D-printed building blocks & accessories

Storylines and character prompts

Projected city visuals

Modular Arduino sensing tests

Wizard-of-Oz feedback moments for demo fidelity

What Worked:

City-building made empathy spatial

Prompts created discussion

Physical blocks encouraged collaboration

Modular sensing tests proved the direction

What To Improve:

Contact alignment

Pressure consistency

Loose wiring

Analog threshold spacing

Full-board integration reliability

My Impact:

  • The concept went from a game idea to a tangible physical-digital prototype

  • The team had a working hardware direction for passive block detection.

  • The fabricated board and block system made the interaction understandable in demo form.

  • Testing exposed the next engineering priorities: contact reliability, stronger registration, cleaner wiring, and full Arduino-to-Unity integration.

Full Demo Video

Players place physical buildings on a shared board, respond to character prompts, and shape a projected city together through spatial choices.

Final Prototype Status

Component

Component

Component

Status

Status

Method

Method

Physical board

Physical board

Physical board

Fabricated

Fabricated

Laser-cut plywood, LED lighting, copper tape, magnets

Laser-cut plywood, LED lighting, copper tape, magnets

Building blocks

Building blocks

Building blocks

Fabricated & Tested

Fabricated & Tested

3D print, embedded resistors, copper tape

3D print, embedded resistors, copper tape

Character prompts

Character prompts

Character prompts

Designed

Designed

Storylines, resident needs, prompt cards

Storylines, resident needs, prompt cards

Projected visuals / Unity simulation

Projected visuals / Unity simulation

Projected visuals / Unity simulation

Created for demo

Created for demo

Staged projected feedback

Staged projected feedback

Arduino sensing

Arduino sensing

Arduino sensing

Proven through modular tests

Proven through modular tests

Resistors, copper contacts, CD4051 multiplexers

Resistors, copper contacts, CD4051 multiplexers

Full-board sensing

Full-board sensing

Full-board sensing

Partially wired; needs reliability pass

Partially wired; needs reliability pass

Contact interface testing

Contact interface testing

Unity integration

Unity integration

Unity integration

Conceptual Demonstration

Conceptual Demonstration

Demo video + Wizard-of-Oz moments

Demo video + Wizard-of-Oz moments

OurCity taught me that physical-digital interaction depends on both the big concept and the tiny mechanical details. The concept worked because city-building gave children a playful reason to consider other people’s needs. The hardware challenge came down to pressure, alignment, tolerances, wiring, and calibration.

This project clarified the kind of work I want to keep doing: building playful physical systems where engineering, storytelling, and human experience all have to work together.

Reflection

OurCity was a great exercise in creating physical-digital interactions from research, to concept, to demo day. I loved learning specifically about games and gameplay, how design decisions can impact children and how they play, and what they can take away from it. This idea, city-building for kids, worked because it gave children a playful reason to consider other people’s needs. It also was fun to integrate interesting technologies and work through the challenges that come with it: pressure, alignment, tolerances, wiring, and calibration.

This project validated that this is the kind of work I want to do: building playful physical systems where engineering, storytelling, and human experience come together.

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