Year
2018
Client
Google at ArtCenter College of Design
Role
Ux designer and researcher
The Insight
Nebula allows any physical toy or object to act as a controller for things in a digital space.

Kids between the ages of 4 and 8 naturally use common objects to imagine and create stories. Nebula builds on this natural trait to create a new digital experience utilizing physical objects.
Nebula allows any physical toy or object to act as a controller for things in a digital space.

Kids between the ages of 4 and 8 naturally use common objects to imagine and create stories. Nebula builds on this natural trait to create a new digital experience utilizing physical objects.
How It Works
A conductive fabric mat detects any physical object placed on it and maps it to a corresponding element in a digital scene on screen.
Kids build worlds by grabbing whatever is nearby — no special toys required, no learning curve. The phone serves as the bridge between the physical mat and the television screen, translating object detection into real-time digital response.
User Flow

SETTING UP A SCENE AND A TOY

Users can
- Create a new world and populate it with physical objects

- Navigate and edit their digital scene using voice commands

- Record and share their stories through a curated Nebula YouTube experience where public content created on the mat lives
User Flow

SETTING UP A SCENE AND A TOY

Process

Experimentation

We began with a broad audit of emerging technology — specifically tracking physical objects in digital space — and quickly identified it as the most rewarding and underexplored interaction model available.
Process

Experimentation

After concept selection we moved into paper prototypes to explore the relationship between the phone and television screen before committing to any technology decisions.
Process

User testing

We conducted two rounds of user testing with children aged 8 and 12. The sessions revealed two critical design tensions that shaped the final product:
Voice commands vs. processing limits
When discovering ability to edit scene with voice, kids tend to ask for outrageous commands. Our system had interpret the command in a way that doesn't over load the processor but also satisfies the users' interest
Mat durability vs. tactile invitation
Kids immediately started grabbing everything around them to test on the mat — and they weren't gentle about it. The mat had to be structurally strong enough to withstand aggressive swiping while remaining soft enough to invite that kind of fearless physical interaction. Hard and durable felt wrong. Soft and inviting had to also mean resilient.Both insights led to design decisions that made the experience feel effortless precisely because of the constraints working behind the scenes.