Eco Catcher

Concept Project

A Walking Toy for Nature Education

Overview

Children often experience nature only during scheduled weekend classes, creating a disconnect between their everyday lives and the natural world. Eco Catcher is a walking toy designed for children aged 5–12 that brings nature education into their daily routines. It uses biometric scanning to identify creatures, connects to the National Gene Database, and displays interactive audio-visual information. Kids can collect bio cards, engage through touch and projection, and even collaborate with others, turning everyday walks into playful, educational adventures.

Methods

Interview, Journey Mapping, Ideation, Sketching, 3D Modeling, Product Design, User Flow, Information Architecture, UI Design

This is an extended concept building on my earlier project, neosi, which explores how to bring outdoor learning into children’s daily lives.

My Role

Self-Initiated Designer

Tool

Figma, Rhino, Keyshot, Adobe Photoshop

Duration

6 weeks, 2022 Mar. - May

At a Glance

Background

Bridging Nature & Innovation through Play

Eco is a children's toy design organization that collaborates with experts in nature education, child development, and product design. Within the neosi ecosystem, Eco acts as both a creative hub and service provider, offering interactive learning products like the Eco Catcher, which integrates smart contracts and digital currency to promote nature-based education in everyday life.

Define

Disconnection with Daily Life

To uncover the gap between nature education and everyday learning, I conducted 6 interviews with families and followed up with informal conversations with 3 children.

Journeymap revealed key opportunities for designing more continuous, engaging natural learning experiences.

Uncovering insights

  1. Children thrive through playful, hands-on exploration. Dongdong’s curiosity and desire for control are best met through active engagement with nature, which enhances learning and confidence.

  2. Nature education is disconnected from everyday life. The weekly cycle shows a clear drop in motivation and retention once Dongdong returns to homework and school—highlighting an inconsistency in learning environments.

Design Opportunity

Create interactive, daily touchpoints that extend the impact of nature education beyond weekend classes. By embedding playful technologies into children's routines, we can close the experiential gap between home, school, and nature—fostering consistent learning, stronger motivation, and a deeper emotional bond with the environment.

Prototype

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Yunyu Liu