Rediscovering “A Jugar”: My 2004 Thesis on Playful Learning Through Multimedia Design

a jugar-logo

1. Personal Introduction (Context + Motivation)

In 2004, during my final year at the Instituto Superior de Diseño Industrial (ISDI) in Havana, Cuba, I teamed up with my classmate Yasser Héctor Orta to create our graduation thesis under the guidance of Mónica Núñez Infante.

The project wasn’t just academic, it came from a real commission by the Universidad de las Ciencias Informáticas (UCI) and the MINED Preschool Directorate. They had conducted multidisciplinary research with educators and health specialists and needed a graphical interface and communication system to bring their findings to life.

At the time, Cuba had no established digital education system for preschoolers. We saw a chance to design something meaningful: a multimedia tool that could develop intellectual, emotional, and motor skills in 4 to 6 year olds, all while being intuitive for non-readers and useful in real classrooms.

 

2. The Design Challenge

Core question: What design guidelines can contribute to developing essential intellectual skills in 4- to 6 year olds?

We operationally defined essential intellectual skills as:

  • Identification

  • Comparison

  • Observation

  • Classification

  • Seriation

  • Modeling

And basic informatics skills as:

  • Move, point, single-click

  • Multiple-click selection

  • Drag

  • Point + Enter

  • Use cursor keys

  • Apply symbols

The goal: a conceptual, didactic, and ergonomically functional system for computerized tasks that supported holistic development (intellectual, physical-motor, affective-motivational) in institutional settings.

Users:

  • Child (primary, 4–6 years, non-reader)

  • Teacher (supervisor, guide, menu access)

 

3. Creative Process (Inspiration, Research, Methodology)

We started with child psychology:

  • Constant positive emotional state

  • Mastery of practical spatial relations

  • Ability to classify by shape, color, size

  • Comparison of 2–3 objects using models

  • Sound analysis and word variation recognition

Design principles:

  • Visually attractive

  • High functional level

General definitions:

  • Navigation structured by user (teacher: cluster/menu; child: linear, guided)

  • Iconographic system responsive to child needs

  • Illustrations aligned with graphical treatment

  • Interactive elements easy to handle

 

4. The Final Concept: “A Jugar” and Its Meaning

“A Jugar” (Let’s Play) was chosen to motivate interaction — even non-readers intuitively understand the invitation.

Due to time constraints, we focused on a single infantile concept expressed through:

  • Color: Globe-inspired palette

  • Typography: Playful, color-matched

Access Icon

A dog paw print (nod to the mascot) in green. Studied in 3 sizes:

  • 32×32

  • 24×24

  • 16×16

Custom Cursors

Designed for visual and interactive yield:

  • Selection, Waiting, Link select

  • Occupied, Text selection, Unavailable

  • Move, Vertical/Horizontal/Diagonal 1 & 2 Resize

Groups Screen

Child’s entry point: 6 colored globes (primary + secondary) as buttons. Each color = a classroom group.

Identifications Screen

After clicking a globe:

  • Group color displayed

  • 42 icons (butterfly, banana, cactus, mushroom, flower, snail…and many more)

  • Child clicks their pre-assigned icon to access tasks

Illustrations

81 immersive environments + characters recreated:

  • Mascot’s house

  • The Family and friends

  • Preschool room

  • Field, beach, countryside, playroom

 

5. Outcomes, Learnings, Reflections

We delivered a working prototype:

  • Linear flow for kids

  • Menu access for teachers

  • Icon-driven navigation

  • Custom activities framework

  • Custom cursors for feedback

  • 81illustrated backgrounds

Learnings:

  • Non-readers need icons over text

  • Ergonomics > aesthetics alone

  • Constraints force prioritization

  • Teacher supervision is key in early tech use

Reflections: In resource-scarce 2004 Cuba, we proved multimedia could educate and delight. It wasn’t perfect, more user testing would’ve refined it but it worked as proof of concept.

 

6. Influence on My Current UX Practice

Two decades later, “A Jugar” lives in every interface I design:

  • Linear flows → onboarding wizards

  • Icon systems → universal recognition

  • Custom affordances → micro-interactions

  • Playfulness → gamified engagement

For recruiters: this was end-to-end, research, analog wireframes, iteration under constraints.

For students: start with real problems. Constraints breed creativity.
For designers: your early work reveals your growth.

 

Rediscovering these slides reminded me: great design invites play at any age.

⭐Exposition Day in images⭐

Maikel Mirabal

A designer is duty-bound to push the client as far as they will go.

Everything around us has a message developed from the field of design. We are 24 hours a day under the influence of design. For those who work directly in this profession, it’s a way to stay up collecting every detail, and then return it, interpreting it into visual and aesthetic codes, suitable for all audiences. My goal is to belong to a team that shares a perfectionist vision about graphic design and, therefore, try to find a better place in this world.

http://www.maikelmirabal.com
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