BRAIN KINGDOM
AHA! Brain
Brain science, made tangible through play.
A story-led mystery box with four DIY STEM challenges, turning invisible brain functions into things children can build, touch, and explore.
Become the world’s greatest magician—and discover the magic inside your own mind.

RECOGNIZEDFEATUREDLOVED




01 / DESIGN OPPORTUNITY
What if children could discover how their brains work through play?
Brain science can feel abstract to young children. Concepts such as memory, planning, and perception are difficult to understand through explanation alone.

Play before education.
Guided by this MEandMine principle, I explored how invisible brain functions could become hands-on challenges children could build, experiment with, and discover for themselves.
The experience was developed with reference to K–3 STEM standards, aiming to encourage problem-solving and confidence through play.


02 / READ · BUILD · PLAY
From a magician’s story to magic in their hands.

01 READ
Enter the Brain Kingdom
Follow the magician through four Brain Kingdoms, each inspired by a different lobe of the human brain, in an illustrated story with an accompanying online audiobook.

02 BUILD
Bring the Magic to Life
Assemble four DIY projects using the included instruction booklet, turning ideas from the story into physical objects.

03 PLAY
Discover Through Play
Experiment with the toys, try different possibilities, and discover the brain functions behind each interaction.
03 / MAKING MEMORY VISIBLE
TEMPORAL LOBE · MEMORY CAMERA
One moment. Different emotional perspectives.
The temporal lobe contributes to memory and emotional processing. The Memory Camera translates the relationship between emotion and memory into a tangible metaphor: viewing the same event through different emotional lenses.




The changing image becomes the moment of discovery—an abstract idea children can explore through their own actions.


Each memory card combines two illustrations in red and blue. Looking through different colored lenses makes different parts of the image stand out, revealing contrasting interpretations of the same occasion.
MEMORY + EMOTION → DIFFERENT PERSPECTIVES → A PHYSICAL LENS
04 / PLANNING THROUGH PLAY
Every roll begins with a plan.
FRONTAL LOBE · 3D MAZE
The frontal lobe supports planning, problem-solving, and decision-making. The 3D Maze turns these processes into a challenge children build before they play.
01 / SHAPE THE ROUTE
Children choose modular pieces, plan a route down the slope, and release the ball toward a goal. When the route fails, they observe what happened and adjust their design.


02 / KEEP EXPLORING
Different modules and difficulty levels create new possibilities, encouraging children to keep experimenting.



PLAN → BUILD → TEST → ADJUST
05 / COMPLETE SYSTEM
Four hands-on challenges. One magician's quest.
The Memory Camera and 3D Maze belong to a complete system of four DIY activities, each connecting a Brain Kingdom with a different function.


- FRONTAL LOBE · 3D Maze
- Plan a route. Test an idea. Solve a problem.
- PARIETAL LOBE · Sensory Exploration
- Explore touch and sensory experiences.
- TEMPORAL LOBE · Memory Camera
- Discover how emotion can shape perspective.
- OCCIPITAL LOBE · Visual Perception
- Explore vision and visual perception.


Together, the story, instruction booklet, and four toys create a continuous adventure: children follow the magician, build their own tools, and return to them through play.
The brain becomes a world they can actively explore.
06Behind the Design
Simplifying the experience while preserving the learning goal.
06-01 / MEMORY CAMERA
From Color Experiments to Camera

I tested colored cellophane over layered illustrations to explore how different lenses could reveal different emotional perspectives. I then developed a camera-shaped prototype with interchangeable lenses and built-in card storage.

Six Lenses → Two
The first prototype used six colors based on MEandMine's emotion categories (Happiness · Sadness · Fear · Disgust · Anger · Surprise). Testing showed that red and blue produced the clearest results.
Reducing the design to two lenses simplified production and lowered costs while preserving the idea of viewing the same event through different emotional perspectives.


06-02 / 3D MAZE
Simplifying the Build

The first push-pin maze was too difficult for children aged four to eight to assemble and costly to produce.

I developed a foldable stand with modular path pieces, prototyping with cardboard and reusing foam and wooden balls already used in other MEandMine's products to reduce material cost and management effort.


Testing structures children could assemble themselves.
Testing the Paths



Build. Test. Adjust.
Keeping Planning at the Center
I also explored a tilting maze, but guiding the ball through movement shifted the focus away from planning.
I chose the slope-based design so children could plan their route before testing it, then learn by adjusting their decisions.
07 / IMPACT & REFLECTION
07-01 / MARKET RECOGNITION
From Imagination to Market.
Amazon’s Choice · Amazon Small Business Gift Guide · Featured in Kiddos Magazine · Sold at eslite bookstores in Taiwan.




October–November 2022 · p. 24
What Families Say
Selected Amazon customer reviews
Sources: MEandMine · Amazon · Kiddos Magazine
07-02 / MY ROLE & REFLECTION
Designing Within Constraints.
My Role
I worked on the redesign of the existing AHA! Brain kit, focusing on the Frontal and Temporal Lobe activities. I developed and tested the Memory Camera and 3D Maze prototypes, refining their interactions, structures, and assembly.
I then handed the prototypes and design direction to the team for final form development and manufacturing.
Reflection
Redesigning an existing product meant working within an established kit structure and overall cost target. Each improvement had to balance play value with material costs and assembly complexity.
Reducing the number of lenses, simplifying the maze structure, and reusing materials from other MEandMine products taught me to make deliberate trade-offs. I learned to simplify what children needed to build while preserving what the activities invited them to think about.

