Bachelor Thesis
Research & Design Process
From research to a tested prototype, in clear steps.
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Research on Cybergrooming & personal data
Understanding how Cybergrooming can begin in everyday digital conversations. We examined grooming patterns, personal and sensitive information, trust-building strategies, and the role of platforms such as online games and chats. This helped us ground the project in real risks for children rather than abstract assumptions.
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Expert interviews
Learning from people with practical experience in media education and child protection. The interviews showed how important it is to address Cybergrooming without creating fear, and confirmed the need for clear language, safe boundaries, trusted adults, and classroom-friendly prevention formats.
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UX concept
Designing a structured classroom experience for 10- to 12-year-old children. We mapped the full flow from joining the game to the final reflection, making sure each phase supports orientation, collaboration, and a realistic use within one double lesson.
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Game mechanics
Turning the learning goals into playable decisions. Hidden roles, question categories, Stamps, answer choices, team gold, building upgrades, and shared voting allow children to experience trust, risk, boundaries, and consequences through gameplay rather than passive instruction.
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Visual design
Creating the world of Mossvale as a safe, fictional distance layer. The pixel-art village, characters, cards, buildings, and map states translate a sensitive topic into an approachable visual system that feels playful, readable, and suitable for children without making the risks look harmless.
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Prototype & testing
Building a playable HTML5 prototype and testing it iteratively. Internal tests helped refine the mechanics, while the external classroom testing with sixth-grade students showed that the roles, Stamps, chat phase, building phase, and reflection were understandable and engaging. The results directly informed further improvements to wording, onboarding, and the planned rule video.