
01 · N-Back
Three metaphors failed.
Lifting cards, stacking objects and prettier visuals that still leaned on text instructions all failed.

Four clinical memory and attention tests turned into mobile games for people with mild cognitive impairment.
The problem
For cognitive therapy, engagement is part of the product. The science team needed around 20 minutes of sustained engagement; the existing clinical tasks held attention for 3 to 4.
The constraints
The task logic was clinically approved, the backend already existed, and the platform was a web app with no game engine. The design had to live inside all three.
The task mechanism could not change.
A new skin on the same engine.
No heavy game engine, no sprites.
The change in experience
Keep each scientific task intact and redesign everything around it. PVT became Mystic Jungle Quest, Flanker became Signal Switch, N-Back became Space Cards Memory, and Maze became Maze Walker.

Fix 01 · Too complex? Simplify.
Drag to compare the original clinical screen with the game.


Fix 01 · Too complex? Simplify.
Complex tasks needed less, not more. Informal tests with two extremes, someone who reads everything and someone who reads nothing, showed what to take away.

01 · N-Back
Lifting cards, stacking objects and prettier visuals that still leaned on text instructions all failed.

02 · N-Back
The separate Match button was redundant: the card itself was the target. Sliding cards made each new turn visible.

03 · Flanker
The Flanker character had to adapt across screen sizes without a game engine, so it was built from separate, configurable parts.
Fix 02 · Too simple? Add a story.
Simple tasks needed meaningful friction: a story, levels and a timer so fast players do not race through fixed rounds.

01 · PVT
Users stopped responding to abstract colours and started collecting treasure and dodging traps. Same response logic, real motivation.

02 · Maze
The Maze mechanics were already validated, so the work was differentiation: each level gets its own world.

03 · Maze
Character explorations, narrowed to one hero people could connect with.

04 · Maze
The final character, its poses and the tile states it walks across.
The UI
Four worlds that share one structure.




Every screen
Every game follows the same path: how to play, choose a level, play, and finish.














Animation
Animation earns its place by explaining consequences: a treasure collected, a new card arriving, a tile cracking.
The design system · shared
Buttons, the top bar, score and timer, level banners, type and feedback were built once and skinned per game, each with its own palette.
Mystic Jungle Quest
Signal Switch
Space Cards Memory
Maze Walker







The design system · new per game
Each game also needed parts of its own: safe and unsafe objects, a policeman and hand buttons, card states, and the maze grids and tiles.





Hide the complexity.Keep the science.
DBFS taught me systems. The games taught me story.