
Lenovo Play
Lenovo Play
STEAM-powered play for everyone.
A conceptual collaboration project with Lenovo UXD and SCADpro, Lenovo Play is an educational experience for children centered around Science Technology Engineering Art and Math (STEAM) learning.
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Project Type
Conceptual exploration of new form factors & digital experiences
Duration
10 weeks, Fall 2019
Tools
Figma, Illustrator
Team
SCADpro x Lenovo
Following this SCADpro collaboration, I received an employment offer from Lenovo.
I joined Lenovo as UX Designer on the UXD team after I graduated from SCAD in May 2020

Design Digest
Design Digest
Creativity for all.
Lenovo, the world's largest maker of personal computers, joined forces with SCADpro at the Savannah College of Art and Design in a collaboration exploring educational experiences and diversity. With a focus on science, technology, engineering, arts, and mathematics (STEAM) learning, my team was tasked with creating concepts to build inclusive and cooperative learning environments for children. Our concept, the interactive game Lenovo Play, harnesses augmented reality to empower users to expand their computer skills and creativity.
Introducing Lenovo Play
Click to view the vision video
Discover
Discover
We began by exploring how families and younger users engage with technology, entertainment, and educational content across Lenovo devices. Through a combination of market research, stakeholder interviews, and exploratory workshops, we sought to understand user expectations and brand opportunities in the digital play space. Our research surfaced themes around trust, content safety, ease of use, and the desire for discovery-driven engagement. These insights gave us a foundation to explore what Lenovo’s role could be in supporting healthy digital play.
Define
Define
After synthesizing our findings, we aligned around a key opportunity: to create a curated, kid-friendly experience that combines entertainment, learning, and parental peace of mind—all within a Lenovo-branded ecosystem. We defined core user needs across child, caregiver, and device-owner personas, and mapped out the experience pillars that would guide design: safe exploration, simple navigation, and brand trust.
Research


Research Implementation



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Full process details are included in the book.
Design
Design
With a clear vision for a STEAM-based learning experience, our team began exploring how to bring Lenovo Play to life in a way that was engaging, age-appropriate, and aligned with Lenovo’s brand values. I contributed to the concept development and visual design of the mobile application, helping craft intuitive user flows and playful, educational UI elements tailored to children and their caregivers.
Working closely with my peers and faculty mentors, I created low- and mid-fidelity prototypes, tested navigation patterns, and helped refine the visual direction through iterative feedback. We prioritized clarity, accessibility, and discovery—balancing structure with creative freedom to reflect the spirit of play and exploration.
One of our ideas that we took for user testing:
Deliver
Deliver
The Physical Playtoys
Debrief
Debrief
This project offered valuable hands-on experience in applying UX principles to an emerging educational space. Our team reflected on opportunities for deeper personalization, parental engagement, and accessibility features that could evolve the concept further. For me personally, Lenovo Play was a chance to lead, design, and collaborate within a fast-paced, real-world-inspired environment. It also deepened my understanding of designing for younger audiences and the responsibility that comes with shaping early digital experiences.