
iCALM GALAXY
AHA! Tantrum
Big feelings, made playable.
A hands-on play system that makes emotional regulation tangible through play.
Children and families join a rescue mission to help aliens regain their balance through story, making, and calming activities.
Children’s Emotional Learning · Commercial Product
Role: Product Design · Gameplay · Prototyping · Instruction Design · Production
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01DESIGN OPPORTUNITY
Making emotional regulation tangible through play.
The emotional-learning tools I reviewed often focused on identifying feelings. I saw an opportunity to extend that learning into hands-on practice: helping children explore ways to calm down with their families.

Existing tools





02READ · BUILD · PLAY
READ · BUILD · PLAY
From story to making and shared play—an emotional learning experience for children and families.
READ
Enter the story
Enter the galaxy rescue story and meet the Calming Guardians.

BUILD
Make emotions tangible
Build and personalize the creations that bring the mission to life.

PLAY
Learn through play
Recognize emotions and practice ways back to calm—together.

EXPERIENCE IN ACTION
From Read to Play
Watch how children experience the complete READ · BUILD · PLAY journey.
Two core features bring emotional regulation into play:
the Balancing UFO reveals imbalance;
the Calming Orb supports recovery.
03BALANCING UFO
Make imbalance visible.
The Balancing UFO
As emotion tokens build up, the UFO becomes harder to balance—a physical metaphor for feelings becoming overwhelming.
The wobble brings excitement and frustration into play, creating opportunities to pause and try again.



Credit to: @chienchien99

Credit to: 花卉一家四口的每一天

04CALMING ORB
Make calming tangible.
The Calming Orb
When the UFO loses balance, the Calming Orb creates a moment to pause, practice a calming skill, and try again.
Blowing on the Orb asks children to first take a deep breath. The slow exhale supports the body’s calming response, while Sensi’s face appears as a visual surprise that helps shift attention away from the strong emotion.
When strong feelings arise beyond the game, children can take the Orb to a safe, quiet place and use the same skills independently or together with their families.


Three Guardians. Three ways to respond.
Children practice nine skills introduced by the three Calming Guardians, representing Mindful Relaxation, Physical Activities, and the Five Senses.
Their signature colors are carried into the Calming Orb, connecting the nine skills introduced in the story with recognizable visual cues children can return to during play.
“Instead of simply telling children to calm down, the Orb gives them a concrete way to begin.”



05THE PLAY KIT
Empowered through making.
From player to maker.
AHA! Tantrum begins as a kit. Children build the Balancing UFO and Calming Orb, then personalize the pieces they will use during play.
Making is part of the experience: a chance to explore the materials, get to know the tools, and make them their own before the game begins.




Credit to: @chienchien99
A take-along case for packing up game pieces and bringing calming tools into everyday life.
06BEHIND THE DESIGN
Designing for young hands.
The frustration belongs in the game—not in the assembly.
01Prototype Development
Balancing UFO
The original spaceship was costly, unstable, and difficult for children to assemble, so I simplified it into a more practical UFO.



I tested balance and form to create a controlled wobble with a simpler structure.



Calming Orb
I proposed adding a smile hidden beneath soft yarn tassels to an existing ball from another product, keeping costs down while turning each breath into a playful reveal.


The final design became a sew-and-stuff activity combining the three Guardians’ colors and bringing Mindful Relaxation, Physical Activities, and the Five Senses together in one tangible object.


02Play Testing
Testing with children, parents, and friends revealed usability challenges and unexpected ways to play, guiding refinements from prototype to final product.
Refining Through Play
Family Testing


Friend Testing

Friends adapted the same game to their own social setting, inventing new ways to play beyond its original purpose.

Key Insights & Iterations
More Ways to Express Feelings

To accommodate mixed feelings, we added paired emotion tokens and blank white aliens for children to personalize.
Rethinking the Reward System


The gift shaker added surprise but disrupted play. Testing and specialist feedback led us to shift the focus from immediate rewards and competition toward intrinsic motivation and collaboration.
Customer Journey Map

Mapping children’s and parents’ actions, emotions, and pain points revealed friction in setup, gameplay, and reward collection.
06-03INSTRUCTION & PRODUCTION
From playroom to market.
Turning a tested play experience into a product families could unpack, build, and play.

Guiding the build.
I created hand-drawn instructions to make the parts and assembly sequence easier to follow, helping families move from loose components to a playable system.


Bringing the mission into the box.
I designed the physical product graphics and worked with the sourcing team and vendors to refine specifications, manufacturability, and production quality.



I adapted a standard stationery fastener to replace a sharp, difficult-to-assemble support, making assembly safer and simpler without a custom mold.



Quick prototypes evolved into factory samples through material, assembly, and production refinements. Material safety, foreseeable misuse, and testing requirements also informed these decisions.
07IMPACT & REFLECTION
From playroom to market.
AHA! Tantrum grew from a playful concept into a commercial product, earning Amazon’s Choice recognition, media exposure, and a place on eslite’s shelves.




What families say.
Five-star feedback from families.
Families shared how they enjoyed the story, hands-on play, and calming techniques in everyday life. Here are a few of their Amazon reviews.

@heinemannhomestead
“I love that we can use the calming techniques in our everyday lives and it seems to help.”Amazon Customer · Amazon review
Amazon customer reviews
Smart Shopper
Amazing product!
July 22, 2022
Verified Purchase
Fascinating innovative product! Very creative and user friendly. My daughter is 4 and is still able to follow the game and understand all the various characters etc. Excellent tool for teaching about tantrums! Will definitely look into the other boxes from this line.
Amazon Customer
Great Product
December 30, 2022
Verified Purchase
I bought this game for my 4 year old son and he hasn’t stopped talking about it. He loved the story book and building the mothership. I love that we can use the calming techniques in our everyday lives and it seems to help. We also got him the Skin one which is maybe even cooler because of the keychain concept.
There were a couple of typos but nothing that we couldn’t figure out. All in all we love these boxes and plan to continue buying them.
Hannah Williamson
Absolutely adorable and great for development
November 13, 2021
Verified Purchase
It is very creative and a great tool to help build positive social emotional health.
HH
The kids love these cute aliens:)
October 23, 2021
The kids had a lot of fun learning and playing the game:)
Norne
One of the most important STEAM projects for kids out there!
October 15, 2021

I cannot say enough good things about this product.
First off, the overall concept and design of the game itself is amazing. It incorporates learning and fun into one product that focuses on social and emotional development, an overlooked aspect of childhood developmental care.
Secondly, the game components and pieces themselves are very high quality, feeling ergonomically satisfying to play with.
Lastly, the bonuses provided in the form of videos and online learning is very much appreciated. These are add-ons that go beyond the scope of the game itself, making the overall product very impressive.
07-02MY ROLE & REFLECTION
From concept to a playable product.
I led the physical play experience from gameplay and prototyping through family testing and production refinement—connecting the balancing mechanism, assembly, and instructions into one coherent experience.


Keep the challenge in the play.
Working with child-development specialists and testing with families helped me reconsider what to develop, change, or leave out. The UFO’s instability created the challenge, while difficult assembly interrupted participation; I refined both so children could spend more time experimenting and playing together.

Good emotional play does not remove frustration. It makes recovery possible.














