Context
RetroTrip was created at the Apple Developer Academy in a five-person team. We used SCRUM to pace exploration-heavy work — balancing creative direction, 3D experience, and a ship-ready iOS build.
Problem
Traditional quiz formats can feel detached from the past they describe. Learners need more than facts on a flashcard — they need context, curiosity, and memory cues that stick. The design question was how to make history feel present without drowning players in noise.
Solution
Players enter a 3D scene inspired by a historical moment and have a short window to absorb visual and audio detail before answering questions tied to that context. The loop rewards observation and recall — immersion, interaction, and assessment work together.
My role & impact
I served as UI/UX designer and Product Owner, aligning player experience with what the team could ship on schedule.
- Design: Structured how the player reads the scene, receives feedback, and stays oriented — UI and communication that support focus, not distraction.
- Product Owner: Helped set priorities, clarify the product narrative, and keep concept, UX, and development aligned when scope competed with ambition.
- Collaboration: Facilitated trade-offs between immersion depth and clarity of learning goals.
- Code & AI: Contributed in targeted implementation areas; shared AI-related perspective with the team to inform creative and technical choices.
Process & stack
- Design: Figma for flows and UI; Keynote for storytelling and reviews.
- Team rhythm: SCRUM, Airtable, and Zoom for planning and sync.
- Development: Swift, SwiftUI, UIKit where required for game-specific UI or integration.