WOOGU: Bridging Virtual and Real-World Farming for Children
May 2023 - Sep 2024
HCI Research Team Project
First Author
Current Status
Prepare for DIS 2025
Challenge
A Real-World Problem: A Disconnect Between Children and Food Literacy
During my observations of children in urban settings, I discovered that many lacked basic knowledge about vegetables or farming. Some couldn’t identify common vegetables like spinach or carrots, let alone understand how these crops grow or reach their plates. This gap reflects the broader disconnection between young learners and the natural world—a trend exacerbated by modern urbanization.
What did I learn?
Through designing WooGu, I learned the value of integrating tangible interactions with digital tools to create engaging and impactful learning experiences for children.
This project has inspired me to further explore how embodied interaction and TUIs can enhance educational outcomes, guiding my future research and career aspirations in developing innovative, user-centered educational technologies.
Inspiration
Bridging Virtual and Real-World Farming for Children
As a fan of Stardew Valley, I’ve always loved the digital farming process. However, I often wished for a more tangible experience—one that could bring the joy of virtual farming closer to the real-world sensations of planting, tending, and harvesting crops. This desire sparked the idea of creating a game that integrates touchable tools and embodied interactions to make the farming experience more immersive and meaningful.
-> How to make the game have a more practical experience?
Tangible User Interface: An Educational and Powerful Solution
Background Research & Marketing
Existing Gaps in Farming Education
“Existing tangible interfaces in farming education often address isolated tasks such as watering plants—but fail to explore the entire farming process.”
Primary Research
Insights from Teachers
Findings
HMW
Game Design
Definition
WooGu is an educational game designed to bridge the gap between children and farming knowledge. Rooted in research on Tangible User Interfaces (TUIs) and embodied interaction, the game leverages physical tools and digital feedback to teach children about the farming process in an engaging, hands-on way.
Goal
The game’s goal is to help children learn not just the steps of farming but also the reasoning and strategies behind them, fostering a deeper appreciation for agriculture and the natural world.
Mechanics
The name “WooGu” (五谷), meaning “five grains” in Chinese, reflects the game’s connection to traditional agriculture and its focus on staple crops like rice and peanuts. The game immerses children in farming tasks, simulating the planting, growth, and harvesting of crops while teaching essential farming knowledge through interactive play.
Game Flow
The name “WooGu” (五谷), meaning “five grains” in Chinese, reflects the game’s connection to traditional agriculture and its focus on staple crops like rice and peanuts. The game immerses children in farming tasks, simulating the planting, growth, and harvesting of crops while teaching essential farming knowledge through interactive play.
Prototype Sketches
Lofi Wireframe
Visual Design and Technical Implementation
Design Principles
Technology Development
The graphical interface for WooGu was developed as a watchOS-based app using XCode and Swift.
Real-Time Movement Detection: Movements with precision. The IMU uses accelerometers and gyroscopes to measure acceleration and angular velocity along the x, y, and z axes.
Recurrent Neural Network Integration: A Recurrent Neural Network processes movement data in real time. Data from the previous 0.1 seconds serves as input to classify predefined actions (e.g., turning soil or watering).
Feedback Loop: When a correct action is detected, a progress bar on the watch interface visually tracks task completion. As children repeat actions, the bar fills, providing clear feedback.
Visual Design (UI)
Prototyping and Participatory Design
Cardboard Prototype
The initial prototype used cardboard tools to simulate farming actions like hoeing, planting, and watering. These early tools provided a quick and cost-effective way to test the core mechanics and gameplay flow.
Participatory Design
We conducted participatory design sessions with two primary school teachers who explored the prototypes and game mechanics. During these sessions, teachers played the game, tested the tools, and provided valuable insights.
Final Design
Digital Interface and Visual-Audio Feedback
The digital interface simulates crop growth through animation and sound prompts.
The interface displays seeds, soil and task stages to help understand agriculture.
Animation and tips ensure the operation of tools, encourage the management of multiple plots, and cultivate a sense of responsibility.
Embodied Interaction and Multi-sensory Engagement
WooGu sensor captures children's farm work in real time and updates crop status.
Motion detection, visual update and voice prompt constitute feedback to deepen agricultural understanding.
Children participate in tasks with multiple senses and get an immersive learning experience.
Tangible Farm Tools
Using child-friendly PLA material to simulate real farm tools by 3D printing.
Combine three kinds of simulated terrain and smart watches to realize real-time interaction.
Digital devices detect actions, such as digging and watering, and reflect them on the screen.
System Map
User Test
Participants and Procedure
We recruited some children volunteers to evaluate WooGu. Participants were recruited through social media and exhibitions with the consent of their parents.
Users Testing Processing
Data Analysis
Quantitative Analysis: Pre- and post-test scores were compared using the Wilcoxon signed-rank test to assess improvements in knowledge.
Measurement:
Sequence Card Sorting (SCS)
Seed Status Matching (SSM)
Knowledge Questionnaire on Farming (KQF)
Qualitative Analysis: Semi-structured interviews with children and parents were analyzed using thematic analysis to identify patterns in engagement, understanding, and attitudes toward farming.
Results
Knowledge Gains: Post-test scores showed significant improvements in all three measurements.
SCS: Children’s accuracy in sequencing crop growth stages increased for both rice and peanuts (e.g., rice: pre-test 2.9 to post-test 3.9).
SSM: Matching accuracy improved from 67% to 89%, reflecting better connections between digital content and real-world crops.
KQF: Knowledge scores rose from 1.53 to 5.73, demonstrating enhanced understanding of farming concepts.
Engagement: Children reported high levels of enjoyment, particularly in using tangible tools and receiving real-time feedback. Many expressed enthusiasm for the realistic simulation of farming.
Attitude Shift: Interviews revealed a newfound respect for farmers and curiosity about farming technology, with some children expressing interest in creating tools to support agricultural work.