





Kaona
Kaona
A tabletop Role-Playing Game and digital storyteller app that fosters youth well-being through Native Hawaiian values in a post-apocalyptic, Hawaii-inspired world
A tabletop Role-Playing Game and digital storyteller app that fosters youth well-being through Native Hawaiian values in a post-apocalyptic, Hawaii-inspired world

Role
Role
Interaction Designer & Game Developer
Interaction Designer & Game Developer
Type
Type
Industry Project
Industry Project
Timeframe
Timeframe
January 2024 - June 2025
January 2024 - June 2025
❓ Overview
❓ Overview
🔍
The Scenario
For generations, Native Hawaiian culture has passed down knowledge and traditions through oral storytelling. However, colonization, injustice, and modernization have disrupted this, making it harder for younger generations to connect with these stories in the digital age.
⚠️
The Problem
How can we create a modern and engaging experience that preserves the integrity of traditional Hawaiian storytelling, teaching younger audiences the wealth of knowledge found through traditional oral stories?
💡
The Solution
Kaona — a tabletop Role-Playing Game and mobile “storyteller” app, designed to foster youth wellbeing from a Kānaka Maoli (Native Hawaiian) perspective, by introducing the values of lōkahi (harmony).
🌺 About Kaona
🌺
About Kaona
The What, Why, and How of Kaona
The What, Why, and How of Kaona
What Is It?
Kaona is a four-player tabletop RPG with a mobile storyteller app aimed at fostering youth wellbeing. Set in post-apocalyptic Hawaiian moku (realm), the game explores the six domains of the lōkahi wheel, drawing from moʻolelo, history, and local experiences. Players collaborate to restore balance by completing quests and healing corrupted rulers. The app guides new RPG players while promoting problem-solving, self-reflection, and community-building, using relevant moʻolelo and place-based stories to help players address real-life challenges.
What Is It?
Kaona is a four-player tabletop RPG with a mobile storyteller app aimed at fostering youth wellbeing. Set in post-apocalyptic Hawaiian moku (realm), the game explores the six domains of the lōkahi wheel, drawing from moʻolelo, history, and local experiences. Players collaborate to restore balance by completing quests and healing corrupted rulers. The app guides new RPG players while promoting problem-solving, self-reflection, and community-building, using relevant moʻolelo and place-based stories to help players address real-life challenges.
What Is It?
Kaona is a four-player tabletop RPG with a mobile storyteller app aimed at fostering youth wellbeing. Set in post-apocalyptic Hawaiian moku (realm), the game explores the six domains of the lōkahi wheel, drawing from moʻolelo, history, and local experiences. Players collaborate to restore balance by completing quests and healing corrupted rulers. The app guides new RPG players while promoting problem-solving, self-reflection, and community-building, using relevant moʻolelo and place-based stories to help players address real-life challenges.
Why Was It Created?
Native Hawaiian and other Pacific Islander (NHPI) youth are experiencing a crisis of well-being - increased depression, anxiety, social isolation, and poor school performance - fueled by structural inequities in healthcare, the generational trauma of colonialism, and the COVID-19 pandemic. During the pandemic, NHPI youth experiences dramatic disruptions in everyday life, while facing high rates of infection, morbidity, and mortality, especially in rural areas such as our community of focus: Waiʻanae and the Leeward coast of Oʻahu. Kaona is a response to this context, providing novel ways to restore well-being and peer-to-peer connection.
Why Was It Created?
Native Hawaiian and other Pacific Islander (NHPI) youth are experiencing a crisis of well-being - increased depression, anxiety, social isolation, and poor school performance - fueled by structural inequities in healthcare, the generational trauma of colonialism, and the COVID-19 pandemic. During the pandemic, NHPI youth experiences dramatic disruptions in everyday life, while facing high rates of infection, morbidity, and mortality, especially in rural areas such as our community of focus: Waiʻanae and the Leeward coast of Oʻahu. Kaona is a response to this context, providing novel ways to restore well-being and peer-to-peer connection.
Why Was It Created?
Native Hawaiian and other Pacific Islander (NHPI) youth are experiencing a crisis of well-being - increased depression, anxiety, social isolation, and poor school performance - fueled by structural inequities in healthcare, the generational trauma of colonialism, and the COVID-19 pandemic. During the pandemic, NHPI youth experiences dramatic disruptions in everyday life, while facing high rates of infection, morbidity, and mortality, especially in rural areas such as our community of focus: Waiʻanae and the Leeward coast of Oʻahu. Kaona is a response to this context, providing novel ways to restore well-being and peer-to-peer connection.
How Is It Unique?
Game-based and narrative-based learning are promising approaches to addressing wellness concerns, especially for Indigenous communities with deep storytelling practices. Kaona takes a de-centering approach to incorporating traditional practices into learning: uplifting Hawaiian ways of knowing and de-centering Western models of health. This approach is guided by the `Ōlelo No`eau (Hawaiian Proverb): “I ka wā ma mua, i ka wā ma hope” (“we look to the past as a guide to the future“) This proverb illustrates how looking into the past allows learning from ancestral knowledge and brings hope for the future. For Kānaka Maoli and Kama`āina (those who grew up in Hawai`i), this reflection comes through mo‘olelo: the stories and legends crucial to Hawaiian culture, displaying how the community builds knowledge.
How Is It Unique?
Game-based and narrative-based learning are promising approaches to addressing wellness concerns, especially for Indigenous communities with deep storytelling practices. Kaona takes a de-centering approach to incorporating traditional practices into learning: uplifting Hawaiian ways of knowing and de-centering Western models of health. This approach is guided by the `Ōlelo No`eau (Hawaiian Proverb): “I ka wā ma mua, i ka wā ma hope” (“we look to the past as a guide to the future“) This proverb illustrates how looking into the past allows learning from ancestral knowledge and brings hope for the future. For Kānaka Maoli and Kama`āina (those who grew up in Hawai`i), this reflection comes through mo‘olelo: the stories and legends crucial to Hawaiian culture, displaying how the community builds knowledge.
How Is It Unique?
Game-based and narrative-based learning are promising approaches to addressing wellness concerns, especially for Indigenous communities with deep storytelling practices. Kaona takes a de-centering approach to incorporating traditional practices into learning: uplifting Hawaiian ways of knowing and de-centering Western models of health. This approach is guided by the `Ōlelo No`eau (Hawaiian Proverb): “I ka wā ma mua, i ka wā ma hope” (“we look to the past as a guide to the future“) This proverb illustrates how looking into the past allows learning from ancestral knowledge and brings hope for the future. For Kānaka Maoli and Kama`āina (those who grew up in Hawai`i), this reflection comes through mo‘olelo: the stories and legends crucial to Hawaiian culture, displaying how the community builds knowledge.



What Is The Core Pedagogy?
What Is The Core Pedagogy?
Kaona’s core pedagogy is rooted in the Hawaiian value of lōkahi (harmony), emulating the Lōkahi Wheel wellness model which depicts six domains of health. The Lōkahi wheel promotes the balance of these domains, meaning that wellness is interconnected, both within oneself and one’s community, making introspection and community-building key learning goals of Kaona.
Kaona’s core pedagogy is rooted in the Hawaiian value of lōkahi (harmony), emulating the Lōkahi Wheel wellness model which depicts six domains of health. The Lōkahi wheel promotes the balance of these domains, meaning that wellness is interconnected, both within oneself and one’s community, making introspection and community-building key learning goals of Kaona.



📱 My Role: The Digital Storyteller Application
📱
My Role: The Digital Companion Application
Why A Storyteller App?
Why A Storyteller App?
Not every student walks into a classroom feeling like a “gamer.” Some were new to roleplaying. Others felt unsure navigating long rules or storytelling mechanics.
To lower that barrier, we created a digital guide — a narrated “Dungeon Master” assistant that makes it easier to start playing and stay immersed.
Not every student walks into a classroom feeling like a “gamer.” Some were new to roleplaying. Others felt unsure navigating long rules or storytelling mechanics.
To lower that barrier, we created a digital guide — a narrated “Dungeon Master” assistant that makes it easier to start playing and stay immersed.
Who Are The Target Users?
Who Are The Target Users?
Our users were high school students on Oʻahu’s Waiʻanae Coast — some seasoned gamers, many brand new to RPGs.
In playtests, some jumped in easily, while others hesitated. The storyteller app was designed to close the difficult gap — a gentle guide that made play intuitive for newcomers, without slowing down the pros.
Our users were high school students on Oʻahu’s Waiʻanae Coast — some seasoned gamers, many brand new to RPGs.
In playtests, some jumped in easily, while others hesitated. The storyteller app was designed to close the difficult gap — a gentle guide that made play intuitive for newcomers, without slowing down the pros.
The Final Result
The Final Result
A shared mobile guide that narrates quests, prompts discussion, and helps players navigate the game — all without replacing the tabletop experience.
A shared mobile guide that narrates quests, prompts discussion, and helps players navigate the game — all without replacing the tabletop experience.
🎨 Designing The Application
🎨
Designing The Application
What Were The Design Goals?
What Were The Design Goals?
1
Enhance — not replace — the tabletop experience
The app was designed to support in-person play, never take it over.
1
Enhance — not replace — the tabletop experience
The app was designed to support in-person play, never take it over.
1
Enhance — not replace — the tabletop experience
The app was designed to support in-person play, never take it over.
2
Guide players through quests with clarity and confidence
We aimed to simplify the journey, especially for those unfamiliar with Role-Playing Game (RPG) mechanics.
2
Guide players through quests with clarity and confidence
We aimed to simplify the journey, especially for those unfamiliar with Role-Playing Game (RPG) mechanics.
2
Guide players through quests with clarity and confidence
We aimed to simplify the journey, especially for those unfamiliar with Role-Playing Game (RPG) mechanics.
3
Make the game more accessible to first-time players
By lowering the learning curve, we helped everyone feel ready to jump in and play.
3
Make the game more accessible to first-time players
By lowering the learning curve, we helped everyone feel ready to jump in and play.
3
Make the game more accessible to first-time players
By lowering the learning curve, we helped everyone feel ready to jump in and play.
4
Bring cultural storytelling to life through voice and sound
Narrated mo‘olelo (stories) and soundscapes deepened immersion and honored tradition.
4
Bring cultural storytelling to life through voice and sound
Narrated mo‘olelo (stories) and soundscapes deepened immersion and honored tradition.
4
Bring cultural storytelling to life through voice and sound
Narrated mo‘olelo (stories) and soundscapes deepened immersion and honored tradition.
What Was the Design Process?
What Was the Design Process?
Sketching the Companion Application
Sketching the Companion Application
We started by imagining different ways the digital companion could fit naturally into gameplay — whether as a personal tool in each player’s hand, or a shared presence guiding the group from the center of the table.
We started by imagining different ways the digital companion could fit naturally into gameplay — whether as a personal tool in each player’s hand, or a shared presence guiding the group from the center of the table.
The Handheld Approach
The Handheld Approach
First, we imagining a version of the app players could use on their own phones — something familiar and personal. But we quickly realized that would introduce new distractions and technical barriers. Not every player may have a reliable device, and we didn’t want phones to pull focus from each other or the game world.
First, we imagining a version of the app players could use on their own phones — something familiar and personal. But we quickly realized that would introduce new distractions and technical barriers. Not every player may have a reliable device, and we didn’t want phones to pull focus from each other or the game world.



The Tabletop Approach
The Tabletop Approach



Instead, we pivoted: what if the app became part of the tabletop itself?
This then resulted in a single shared phone, placed at the center, acting as a storyteller. This tabletop-first approach minimized distraction, encouraged collaboration, and treated the app as another game artifact — not a separate screen.
Instead, we pivoted: what if the app became part of the tabletop itself?
This then resulted in a single shared phone, placed at the center, acting as a storyteller. This tabletop-first approach minimized distraction, encouraged collaboration, and treated the app as another game artifact — not a separate screen.
Mapping the Information Hierarchy
Mapping the Information Hierarchy
With the app intended to guide players through complex quests, we needed to be intentional about when and how information would appear. We created a simple hierarchy that prioritized clarity and flow — surfacing just the right details at the right time, while keeping distractions to a minimum. This structure helped us define screen types, interaction logic, and narrative pacing from the very start of development.
With the app intended to guide players through complex quests, we needed to be intentional about when and how information would appear. We created a simple hierarchy that prioritized clarity and flow — surfacing just the right details at the right time, while keeping distractions to a minimum. This structure helped us define screen types, interaction logic, and narrative pacing from the very start of development.



Designing the Initial Concept Wireframes
Designing the Initial Concept Wireframes
We structured the wireframes around three core flows: game intro & entry sequence, moku (realm) navigation, and quest narration — all designed to support, not replace, the physical game.
We structured the wireframes around three core flows: game intro & entry sequence, moku (realm) navigation, and quest narration — all designed to support, not replace, the physical game.
🛠️ Evaluating the Experience
🎨
Designing The Application
The Context
We wanted to understand how the digital app and existing physical rulebook worked together during onboarding. Would new players know when to use the app — or default to the book?
The Goal
See how players navigate setup, and identify whether the app supports or competes with the rulebook during the first moments of play.
The Process
The Process
We ran a two-part usability test: players explored the existing rulebook, then transitioned to the app — all while thinking aloud. This revealed key gaps in guidance, flow, and clarity.
We ran a two-part usability test: players explored the existing rulebook, then transitioned to the app — all while thinking aloud. This revealed key gaps in guidance, flow, and clarity.



What Were the Findings?
What Were the Findings?
1
The app was often skipped during setup — the rulebook felt more obvious and trustworthy.
1
The app was often skipped during setup — the rulebook felt more obvious and trustworthy.
1
The app was often skipped during setup — the rulebook felt more obvious and trustworthy.
2
There was no clear cue for when to switch tools, leaving players unsure how the app fit in.
2
There was no clear cue for when to switch tools, leaving players unsure how the app fit in.
2
There was no clear cue for when to switch tools, leaving players unsure how the app fit in.
3
Players bounced between rulebook and app, unsure which to follow — disrupting flow and focus.
3
Players bounced between rulebook and app, unsure which to follow — disrupting flow and focus.
3
Players bounced between rulebook and app, unsure which to follow — disrupting flow and focus.
4
Many thought it was optional or secondary, not the intended narrative guide.
4
Many thought it was optional or secondary, not the intended narrative guide.
4
Many thought it was optional or secondary, not the intended narrative guide.
🚧 Addressing The Problems
🎨
Designing The Application
What We Noticed
These insights pointed to two deeper issues: players weren’t following our intended user journey and there was redundancy between the digital app and rulebook.
Players weren't starting where we expected. Even with both the rulebook and app available, the lack of a clear starting point caused hesitation, overlap, and skipped content.
What We Changed
We restructured the onboarding experience to establish the app as the guide — not an afterthought. This meant:
Adding clearer entry cues in the rulebook to signify when to use the digital storyteller application
Simplifying the app onboarding flow by removing and streamlining screens
Aligning both tools to reduce redundancy between them
Aligning with Real-World Player Behavior
Aligning with Real-World Player Behavior
From this we redesigned the initial user journey while keeping in mind both the rulebook and the companion application and their purposes. The app now takes over after the game is fully setup, guiding players into the story once they’re fully prepared - not as part of the rules, but a part of the game itself.
From this we redesigned the initial user journey while keeping in mind both the rulebook and the companion application and their purposes. The app now takes over after the game is fully setup, guiding players into the story once they’re fully prepared - not as part of the rules, but a part of the game itself.



📲 Implementing the Changes
🎨
Designing The Application
The Final App Flow & Screens
The Final App Flow & Screens
The app onboarding flow was then solidified and redesigned, resulting in a much more streamlined and polished flow and design.
The app onboarding flow was then solidified and redesigned, resulting in a much more streamlined and polished flow and design.
Game Introduction
Game Introduction
We redesigned the intro to move character selection out of the digital application and into the rule book, framing the story earlier. Players now meet the Ancestor (narrator) after setup is finished in the rulebook, grounding them in purpose and reducing confusion about where to start.
We redesigned the intro to move character selection out of the digital application and into the rule book, framing the story earlier. Players now meet the Ancestor (narrator) after setup is finished in the rulebook, grounding them in purpose and reducing confusion about where to start.



Lōkahe Wheel - Main Navigation
Lōkahe Wheel - Main Navigation
The navigation wheel remains a rotating lock-wheel to visually track quest progress across all six moku, but with new icons to reduce visual complexity. This layout gives players a sense of direction and reinforced the theme of restoring harmony through choice and exploration.
The navigation wheel remains a rotating lock-wheel to visually track quest progress across all six moku, but with new icons to reduce visual complexity. This layout gives players a sense of direction and reinforced the theme of restoring harmony through choice and exploration.



Quest Narration
Quest Narration
Narration was restructured to sync tightly with physical gameplay, fixing pacing issues from earlier versions. The narration now offers a clear flow that helping players stay immersed and allows them to be confident in what to do next.
Narration was restructured to sync tightly with physical gameplay, fixing pacing issues from earlier versions. The narration now offers a clear flow that helping players stay immersed and allows them to be confident in what to do next.



🤔 Reflecting on the Process
🤔
Reflecting on the Process
My Thoughts On The Project
My Thoughts On The Project
Kaona was the first project where I fully stepped into a hybrid role — not just designing interactions, but building them. Moving between Figma and Unity, I began to understand what it really means to be a UX engineer: shaping the experience in motion, translating design into code, and responding to real-time feedback.
Designing for a game brought unique challenges. It wasn’t just about usability — it was about immersion. Every interaction needed to support the story, respect the tabletop feel, and stay intuitive for both gamers and newcomers.
This project deepened my appreciation for systems thinking and cross-disciplinary work. It helped me grow as both a designer and developer — someone who understands how intentional UX can guide behavior, support storytelling, and bridge the physical-digital divide.
Kaona was the first project where I fully stepped into a hybrid role — not just designing interactions, but building them. Moving between Figma and Unity, I began to understand what it really means to be a UX engineer: shaping the experience in motion, translating design into code, and responding to real-time feedback.
Designing for a game brought unique challenges. It wasn’t just about usability — it was about immersion. Every interaction needed to support the story, respect the tabletop feel, and stay intuitive for both gamers and newcomers.
This project deepened my appreciation for systems thinking and cross-disciplinary work. It helped me grow as both a designer and developer — someone who understands how intentional UX can guide behavior, support storytelling, and bridge the physical-digital divide.
Want to Learn More?
Check out our CHI PLAY paper for a deeper dive into the research, testing methods, and design decisions behind Kaona.
Check out our CHI PLAY paper for a deeper dive into the research, testing methods, and design decisions behind Kaona.
With Love From
With Love From
With Love From
Atlanta, Georgia
Atlanta, Georgia
Atlanta, Georgia