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An Augmented reality application to help kids better understanding the history of everyday objects


Children are born into history. They have no memory of it, yet they find themselves in the middle of a story that began before they became one of its characters. Given the limited ability to read and learn, engaging children with history is not an easy task.


This project created a game that is designed to teach children about the history of everyday objects on a fun and interactive platform. We focused on choosing objects from different periods in history and using augmented reality to allow them to compare these objects from history with their objects from the present day.

To enable children to learn actively, which requires storytelling and interactive representation techniques, we introduced cartoon characters as virtual guides to instruct children while using the app and employed AR technology to present three-dimensional models they could place in a familiar space, allowing them to better engage with the learning material. In this manner, they can better interact with objects and think critically about how objects have evolved over time, and how events in history have impacted the form and function of objects we use day to day. This project imagines children envisioning what their ancestors’ desk of objects would look like compared to their desk or imagining how their meal might be different or similar to a meal eaten centuries ago. Thus, understanding objects is a way to connect with history.

Target Users:

According to research and interviews:

3-5 year-old children generally have developed some understanding of the clock and calendar which is closely linked with their personal experience. They understand the time frame of immediate daily events, such as breakfast, lunch, and dinner, as well as the order of family members by age.

6-8 year-olds children begin to associate dates with past events, but more often understand general terms, such as “long ago”.

9-11 year-old children can more accurately associate famous persons or events with dates and they comprehend general terms for historical periods, such as colonial, revolutionary, civil war period, etc.

12-14 years: they become adult-like in their understanding of historical time concepts. They are capable of using terms such as a decade, 17th century, 1600s, etc.

The target user for this project are children aged from 6 to 11.

DETAIL: User flow

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Interface design

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