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INTRO

Burger Ops was created to address the lack of engaging and effective study tools for interactive student learning.

Developed in collaboration with fellow students, the project evolved into a physical educational card game designed to teach key methods from This Is Service Design Methods.

The objective of this project is to offer an engaging learning experience that combines study and gameplay, allowing participants to explore key concepts through play.

Tool

Figma

Adobe Premiere Pro

Notion & Google docs

Duration

2025 Sept - 2026 Jan

Team

3 designers

3 developers

My Role

Designer

Game director

Tool

Figma

Adobe Premiere Pro

Notion & Google docs

Duration

2025 Sept - 2026 Jan

Team

3 designers

3 developers

My Role

Designer

Game director

CHALLENGES

Traditional study methods often fail to support active recall, collaboration, and sustained engagement, while most existing study tools are designed primarily for individual learning rather than group interaction.


As a result, no single platform effectively integrates collaboration, discussion, and gameplay into one cohesive experience.


This gap presents an opportunity to create a study tool that transforms group learning into a more interactive, engaging, and enjoyable experience.

SOLUTIONS

SOLUTIONS

The design focuses on collaborative, game-based challenges that promote active recall and reasoning to sustain student engagement.


Built specifically for group play, the experience encourages teamwork, peer discussion, and shared decision-making through real-time interaction and collaborative gameplay.


Friendly competition is intentionally emphasized to reinforce repeated recall and strengthen effective study behaviours.

User & market Research

User & market Research

Interview

Four interviews were conducted from different age groups and educational backgrounds.

The insights revealed that most participants prefer studying alone due to the lack of a suitable study group.

However, nearly all agreed that they would prefer learning in a more engaging, interactive, and enjoyable way.

Interview

Four interviews were conducted from different age groups and educational backgrounds.

The insights revealed that most participants prefer studying alone due to the lack of a suitable study group.

However, nearly all agreed that they would prefer learning in a more engaging, interactive, and enjoyable way.

Market Analysis

The current market is saturated with online educational games, but our research found several key gaps despite their convenience:

  • Limited collaboration opportunities

  • Short-lived engagement

  • Shallow learning depth

  • Not well suited for complex reasoning

Understand the Market

Audience segmentation helps tailor features, tone, and learning formats to real needs. The chart shows our primary users: design students, early-career designers and related professionals.

"As a university student who prefers discussion-based learning, I want to study through interactive gameplay so that I can better understand and retain concepts long-term."

"As a university student who prefers discussion-based learning, I want to study through interactive gameplay so that I can better understand and retain concepts long-term."

User Flows

User Flows

User Flows

Personas

Adora and Ethan are two university student personas developed from the target audience to highlight key opportunities:

  • Features discussion-based gameplay

  • Reward incentives

  • Focus on long-term memorization

"As a university student who prefers discussion-based learning, I want to study through interactive gameplay so that I can better understand and retain concepts long-term."

"As a university student who prefers discussion-based learning, I want to study through interactive gameplay so that I can better understand and retain concepts long-term."

"As a competitive university student learner, I want learning to include rewards and peer interaction so that I stay motivated and can memorize and apply design methods more effectively."

Design

Design

Style Guide

Building on the insights from our personas, we next focused on defining a style guide that visually supports their learning behaviors and motivations:

Colour Choice

  • Bright, high-contrast colours → energetic, playful tone

  • Support quick recognition, engagement, and memory

  • Neutral tones → visual balance and readability

Typeface Choice

  • DM Sans → clean, legible, highly readable

  • Minimal design system → clarity during gameplay

  • Modern, approachable tone for educational game

Design Outcomes

Design Outcomes

Introduction of scenario

Supply chain disruptions in the food industry have caused shipping delays and ingredient shortages, challenging fast-food chains to maintain speed and meet demand.
In this game, each player is a fast-food manager racing to assemble and deliver their signature burger using limited resources, competing to win the Manager of the Year Award (MOY).
The game provides 3 types of documentations to guide players:

Complete Rule

Learning Objectives

Quick Reference

Game Objectives

Game Objectives

Each player races to assemble their signature burger by overcoming obstacles and applying design theories to real scenarios. This phase emphasizes speed, efficiency, and resource management as managers compete to prove their performance.

Card Setup

At the start of the game, players receive a setup sheet that guides them through properly arranging the table and preparing to play.

How to Play

How to Play

How to Play

Players draw an Obstacle Card (question), choose a method, and verify it on the Answer Sheet. They then use Shipment and Ingredient Cards to complete the required action and progress through the game.

Trading Session

  • Draw a Shipment Card → request one ingredient from another player

    • Ingredient available → trade happens

    • Not available → trade cancelled

  • Draw a Shipment Delay Card → group trade triggered

Winning the Game

The first player to collect all ingredients listed on their order card and complete their burger wins and is crowned Manager of the Year.

Game Overview Video

*Quick Explanation about the game*

Testing

Testing

Usability Testing

Based on user feedback, we identified improvements to streamline the learning experience:

  • Pacing: Add a timer to keep gameplay moving in larger groups.

  • Recall: Number obstacle-card method options for easier reference.

  • Clarity: Expand the answer key with brief rationales for correct choices.

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