Adobe × NASA Creative Jam

Beyond —
NASA Learning Game.

An immersive tablet game built in one week for the Adobe × NASA Creative Jam. Players explore the solar system, learn NASA JPL missions through mini games, and build a rocket — all grounded in project-based learning for 11–13 year olds.

Context
Adobe × NASA Creative Jam
Team
2 Designers (The Jam Theorists)
Timeline
One Week
Platform
Android Tablet · iPad
Beyond — NASA tablet game hero

Beyond — immersive tablet game for learning NASA JPL missions through mini games

The Challenge

Help kids learn about space exploration — in one week

The brief was to design a tablet app for 11–13 year olds that helps them learn about NASA JPL missions in an engaging way. It could include gaming, gallery, educational content, or any combination of functions that would help them learn about the latest science, robotics, and spacecraft.

The Solution

An immersive tablet game with an underlying narrative. Players go on a mission to different planets, learning about each NASA JPL mission by completing mini games — and building their rocket as they go.

1 / Empathise

Competitor research + user interviews

We explored two games popular with this age group — Among Us and Blooket — asking three key questions: What game formats are most popular? What visual aesthetics appeal to this age group? How is educational content made fun in the market today?

🎮
Bold colours + thick outlines
Children in this age group responded to bold colours and illustrations with thick outlines — a strong visual identity rather than polished realism.
🕹️
Mini game format wins
Game formats built around mini games appealed strongly to this age group — variety within a single app kept engagement high.
👥
Peer-led learning
User interviews (2 face-to-face) revealed that kids at this age usually ask advice from peers first. They liked playing different types of games, not just one format.

These findings pointed us clearly towards a mini game approach for delivering mission content.

2 / Define

Two personas, two different goals

We created two personas to capture the range of motivations in the 11–13 age group.

👦
Charles — the fun-seeker
10 years old, mainly motivated to have fun and spend time with friends. Loses attention quickly when it feels like studying. Needs the learning to be invisible inside the game.
"I think that there's a lot of cool stuff out there that I just haven't seen yet."
👧
Abby — the goal-oriented achiever
Studying JPL missions for a state competition. Science isn't her favourite subject, but she'll engage if it's intrinsically motivating. Needs depth and reward, not just surface-level fun.
"I just want to get into a good uni and get a good job."
User flow and task analysis

User flow for mini games + task analysis for the entire game

Affinity map — why I like the games I play

Affinity map — why I like the games I play

Affinity map — learning and teaching methods

Affinity map — learning and teaching methods

The affinity mapping confirmed our direction towards mini games and surfaced a second insight: including project-based learning as a structural mechanic — building the rocket piece by piece as missions are completed.

3 / Ideate

Solving for sustained engagement with a lot of content

Our biggest problem: how do we keep users engaged while they absorb a lot of information about each NASA mission? Two ideas emerged from this stage that became the structural backbone of the game.

Project-based learning as the reward loop
Each NASA mission would have many mini games. Each mini game teaches one concept about the mission through interactive play. When all mini games for a mission are completed, a rocket part is unlocked — and the next planet and mission opens up.
Variety within structure
Rather than one game format repeated, each mini game within a mission would teach a different concept in a different way — quizzes, experiments, space races, satellite battles. Variety keeps engagement high; the shared rocket-building goal gives it coherence.

Low fidelity wireframes

We started with the homescreen giving a quick overview of all planets and NASA missions, then mapped the avatar selection, dashboard, mini game chooser, and the inside of a mini game.

Lo-fi — menu / start screen

Menu / start screen

Lo-fi — choose your avatar

Choose your avatar

Lo-fi — choose your planet / dashboard

Choose your planet / dashboard

Lo-fi — inside mini game with task list

Inside mini game — task list + mascot movement

4 / Prototype

High fidelity screens

We spent the majority of the week polishing the illustrations, high-fidelity wireframes and the prototype — aiming for meaningful interactions and animations that evoked the feeling of floating in space.

Beyond — menu screen

Menu screen — Play, Free Play, Settings on a deep space background

Beyond — tap astronaut to begin

Onboarding — tap the astronaut to begin your mission

Beyond — choose your mission solar system map

Choose your mission — solar system map showing all available NASA JPL missions per planet

Beyond — Earth GRACE mission mini games

You are on Earth — GRACE mission mini games to complete (Glacial Pace, Gravity Slam, River Rush, Space Race, Satellite Battle)

Beyond — mini game task list experiment

Mini game task list — step-by-step experiment instructions with Get Started CTA

Beyond — inside mini game lab environment

Inside the mini game — lab environment, task list panel, mascot moves around the space

Beyond — task 5 experiment setup

Task 5 — set up and do the experiment, timed animation cue guides user to next step

Beyond — experiment step 5/5

Experiment step 5/5 — pour water into land-ice container, land vs sea ice science concept

Beyond — shop screen

Shop — spend earned coins on rocket accessories, experiment materials, fuel and planet accessories

Beyond — rocket building / reward screen

Rocket building — choose your rocket design after completing a mini game and earning £100

Beyond — GRACE mission mini game chooser

GRACE mission overview — learn about the mission as you play these mini games

Clickable prototype → Play the Beyond prototype in Adobe XD

5 / Test

4 usability tests, key iterations

With only one week for the entire project, testing time was limited. We conducted 4 in-person usability tests with family and friends, setting clear objectives aligned to the brief — testing for usability, flow, and whether the app could be understood and played intuitively.

🔊
Staged onboarding + voice
Users didn't fully understand the depth of the game until they were already in it. We increased interactivity through staged onboarding and incorporated voice cues to set expectations earlier.
➡️
Timed animation cues
At certain points users didn't know what to do next. We added timed animations — arrows and other contextual cues — guiding the user to the next step without breaking immersion.
Results

Top 50 out of 200 entries

It was hard work — many late nights during the week. But it was worth it.

75
Overall score out of 100
21
Score out of 25 for Innovation
50
Ranked in the top 50 out of 200 entries
$300
Won a free 6-month Adobe Cloud Suite subscription for finishing with 12 hours to spare
Reflections

What I learned from a one-week design sprint

This challenge was a huge learning curve. Working to a hard deadline with a single partner forced fast, decisive design thinking — no room for over-iteration or second-guessing. The constraint made us better designers for the week.

🤝
Effective collaboration under pressure — splitting tasks by strength rather than by process stage
🛠️
Advanced Adobe XD skills — meaningful interactions, animations, and component workflows at pace
🧠
Choosing the right methodology for a design sprint — not every tool fits every timeline
🎯
Project-based learning as a UX pattern — structuring reward loops around real knowledge accumulation
Skills & Methods
UX ResearchCompetitor AnalysisUser InterviewsPersona DevelopmentUser Flow MappingTask AnalysisAffinity MappingIdeationWireframingPrototypingUsability TestingAdobe XDDesign SprintGamificationProject-Based Learning