- Bunny’s Plant Adventure
Many spaces that parents visit, often leave both of them feeling exhausted, overwhelmed and unhappy. A botanic nursery is one of such places.
By intervening the experience for both the main customer (parents) and non-customers (children) through 3 main touchpoints, it creates a more exciting and pleasant experience for both parties, allowing them to look forward to the next visit.
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- Touchpoint 1
- Bunny’s Plant
- Adventure Mobile App
We designed two mobile interfaces — one for the parent and one for the child — to create a fun, collaborative plant shopping experience.
Parent’s App
The parent’s app works like a typical e-commerce platform. They can browse for plants at their own pace, add items to their cart, and once confirmed, the selected plants are sent to the child’s app. This helps parents find what they want without rushing or wandering around the nursery.
Child’s App
The child’s interface is simple and intuitive — one big button per screen. It’s designed to guide them through a real-world treasure hunt. Once they receive the plant info from their parent, they search for it around the nursery. When they find the right plant, they get to redeem a small reward.
- Touchpoint 2
- The Reward -
- Plantable Seed Card
As a reward, children can collect special plant cards from the Bunny Statue. Each card teaches them fun facts about the plant — like its “superpowers” and how to grow it. Even if the child loses the card, it’s okay — the card is plantable! It contains seeds and can be planted to grow the actual plant.
These cards are designed to spark a child’s interest in nature and gardening. Inspired by the joy of collecting Pokémon cards, they also create a chance for parents and children to bond through collecting and planting together.
- Touchpoint 3
- Bunny’s Burrow
At the planting corner, parents and children can use their plantable seed cards to pot a plant together. This hands-on activity not only gives them a break but also creates a meaningful moment to connect through nature.
By turning rest time into shared time, Bunny’s Burrow encourages family bonding, builds positive memories, and helps children feel proud of growing something with their own hands.
- Reflection
- Understanding the user
Looking back, choosing to design for both parents and children made things unnecessarily difficult. Their motivations were often misaligned — parents came for the plants, while children just wanted to play. It was hard to find common ground between those two mindsets, and I often felt stuck trying to please both.
I especially struggled to understand what would genuinely interest a child. I kept asking myself: Why would a child care about gardening? What would make them want to participate? For a while, I had no answers.
But through testing and feedback, I saw that it wasn’t about making kids love plants — it was about making the experience playful, rewarding, and easy to understand. The scavenger hunt became the bridge: kids were motivated by the challenge, while parents appreciated the guided navigation. This helped shift my mindset — the goal wasn’t to align their interests, but to design a moment they could enjoy together for different reasons.
- Reflection
- Designing Digital-Physical Spaces
Designing something that lives both on-screen and in the real world was harder than I expected. The experience depended on how families moved through the nursery , where they are under the heat, surrounded by distractions, and with no clear paths. These physical factors had a bigger impact than I had planned for.
Looking back, I should have tested the full experience with an actual parent and child at a nursery. That would’ve shown me how the design holds up in context — what gets noticed, what’s confusing, and how long families actually engage. It was a reminder that real environments reveal things screens can’t.
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