The challenge was really to try and find the right balance between what was going to be fun for the kid to use, not redundant and eventually boring, and also not super annoying for parents. I approached this motion system by giving myself areas of focus. Play, motivate, and delight were my main motivators, and orientation, hierarchy, focus, and fun were my goals. Every piece of motion design should in some way shape or form support those goals and be informed by those motivators.
I designed system level animations, which included transitions, card behavior, loaders, loading hierarchy logic, and icon animations. I also split the motion design execution into two age groups, 3-4 and 5-6. The younger ages leaning more toward Play, where fun is fun, just because! The older ages were driven by Motivate where we look to peak curiosity and encourage discovery and experiences.
This was a log of blue sky thinking but we made sure to deliver a beautiful video, some amazing icons, and a roadmap to the future. We also delivered an initial build of the avatar system, built in the game developer software Spine that allowed users to fully customize their avatar.