🧱 LEGO City Race Challenge

Building Social Skills Brick by Brick

Role: Experience & Game Designer

Role: Experience & Game Designer

Client: LEGO® Brick Clubs

Client: LEGO® Brick Clubs

Duration: 4 weeks (Fall 2024)

Duration: 4 weeks (Fall 2024)

Team: Individual

Team: Individual

Skills: Transformational Game Design, User Research, Iterative Design, Playtesting, Educational Design

Skills: Transformational Game Design, User Research, Iterative Design, Playtesting, Educational Design

Commissioned by LEGO® Brick Clubs, this collaborative building game empowers middle schoolers to express themselves, navigate ambiguity, and build meaningful connections through research-informed design. Shortlisted from a competitive pool, it's now played across Allegheny County schools and actively shaping how students relearn collaboration post the COVID-19 pandemic.

Commissioned by LEGO® Brick Clubs, this collaborative building game empowers middle schoolers to express themselves, navigate ambiguity, and build meaningful connections through research-informed design. Shortlisted from a competitive pool, it's now played across Allegheny County schools and actively shaping how students relearn collaboration post the COVID-19 pandemic.

Commissioned by LEGO® Brick Clubs, this collaborative building game empowers middle schoolers to express themselves, navigate ambiguity, and build meaningful connections through research-informed design. Shortlisted from a competitive pool, it's now played across Allegheny County schools and actively shaping how students relearn collaboration post the COVID-19 pandemic.

The Problem

The Problem

The Problem

Middle schoolers— particularly those affected by pandemic-era isolation, face growing challenges with communication, collaboration, and emotional expression.

Middle schoolers— particularly those affected by pandemic-era isolation, face growing challenges with communication, collaboration, and emotional expression.

Middle schoolers— particularly those affected by pandemic-era isolation, face growing challenges with communication, collaboration, and emotional expression.

Middle schoolers— particularly those affected by pandemic-era isolation, face growing challenges with communication, collaboration, and emotional expression.

Middle schoolers— particularly those affected by pandemic-era isolation, face growing challenges with communication, collaboration, and emotional expression.

Middle schoolers— particularly those affected by pandemic-era isolation, face growing challenges with communication, collaboration, and emotional expression.

Target Audience

Target Audience

Target Audience

Primary: Middle school students (ages 11-13)
Setting: LEGO Brick Clubs, in-class activities, or after-school programs
Group Size: 3-4 players per group, with facilitators overseeing 12-30 students

Transformation: Relationships, creative problem solving, attitudes towards STEM

Primary: Middle school students (ages 11-13)
Setting: LEGO Brick Clubs, in-class activities, or after-school programs
Group Size: 3-4 players per group, with facilitators overseeing 12-30 students

Transformation: Relationships, creative problem solving, attitudes towards STEM

Primary: Middle school students (ages 11-13)
Setting: LEGO Brick Clubs, in-class activities, or after-school programs
Group Size: 3-4 players per group, with facilitators overseeing 12-30 students

Transformation: Relationships, creative problem solving, attitudes towards STEM

Key Design Decisions

Key Design Decisions

Key Design Decisions

Player Transformations

Player Transformations

The LEGO® City Race Challenge game was structured to support diverse play preferences and transformations in:

  • Relationships: Encouraging empathy, active listening, and shared decision-making.

  • Skills: Fostering creative problem-solving, time management, and improvisation.

  • Attitudes: Promoting resilience, curiosity, and a growth mindset.

  • Knowledge: Introducing basic engineering and spatial reasoning through city and race car design.

  1. Embedded Design

(1) Embedded Design

  1. Embedded Design

From Prescribed Roles to Emergent Leadership

The Problem: Initial role assignments (Performance Analyst, Spotter, Technician) felt restrictive.

Players either ignored them entirely or became locked into rigid hierarchies that stifled natural collaboration.

The Design Decision

 I removed explicit role assignments and embedded role behaviors into flexible "pit stop" strategy cards that players draw throughout gameplay. Each card prompts a behavior without dictating who performs it.

 I removed explicit role assignments and embedded role behaviors into flexible "pit stop" strategy cards that players draw throughout gameplay. Each card prompts a behavior without dictating who performs it.

Before

After

Why Embedded Design Works

Why Embedded Design Works

Why Embedded Design Works

This applies Embedded Design (Kaufman & Flanagan, 2015) in action.

By removing labels like "You are the Performance Analyst" and instead presenting a card that asks "What should we focus on next?", the learning goal (strategic communication) becomes obfuscated into natural play.

Players organically step into leadership moments based on the situation, building confidence and communication skills without performing assigned roles.

The Transformation

The Transformation

The Transformation

 Rigid hierarchy → fluid collaboration and shared leadership. Players learned that leadership isn't about titles—it's about recognizing what the team needs in the moment.

Playtest Evidence

Playtest Evidence

Playtest Evidence

 In early tests, players ignored role cards entirely or argued about who "should" do what. After removing roles, one playtester naturally said "I'll grab the next pit stop card" without prompting—leadership emerged based on who was available, not who was assigned.

  1. Cognitive Scaffolding

(2) Cognitive Scaffolding

  1. Cognitive Scaffolding

The "Pit Stop" Reframe—Theme as Cognitive Scaffold

The "Pit Stop" Reframe—Theme as Cognitive Scaffold

The "Pit Stop" Reframe—Theme as Cognitive Scaffold

The "Pit Stop" Reframe—Theme as Cognitive Scaffold

The Problem: Players struggled to understand when and why to pause building for "strategy cards." The mechanic felt arbitrary and interrupted flow.

The Design Decision

 I rebranded "strategy cards" as "pit stops" (7 minutes each) and threaded racing language throughout the game.

Each card uses racing imagery: speedometer for Performance Analysis, binoculars for Spotter, gears for Technician.

Why Cognitive Scaffolding Works

 Cognitive Load Theory (Fath et al., 2022) guided this choice.

Instead of remembering abstract timing rules, players understand "we're racing, so we stop at pit stops"—a familiar mental model.

The 7-minute duration becomes intuitive (quick pit stop) rather than arbitrary. Thematic coherence at every touchpoint (card names, icons, language) reduces cognitive load, making the game accessible for diverse learners.

The Small Detail That Matters

Even the card header "Pit Stop (7 min.)" eliminates the need to constantly check instructions—the information lives where players need it.

  1. Gender Inclusive Design

(3) Gender Inclusive Design

  1. Gender Inclusive Design

Repurposing Failure — From Hot Seat to Guiding Questions

Repurposing Failure — From Hot Seat to Guiding Questions

Repurposing Failure — From Hot Seat to Guiding Questions

Repurposing Failure — From Hot Seat to Guiding Questions

The Problem: "Hot Seat" cards (where players shared personal stories when pieces fell) failed completely.

They felt forced, interrupted building flow, and made players uncomfortable.

The Design Decision

 I moved these questions to the backs of City Cards as optional building prompts.

For Underground City: "What is your ideal secret hideout?" For Arctic Research City: "How will you celebrate the sun's return after months of polar night?"

Before

After

Why Gender-Informed Design Works

Gender-inclusive design research (Kinzie & Joseph, 2008) shows middle schoolers benefit from multiple entry points.

These questions work as both creative storytelling prompts (often preferred by girls) and strategic design constraints—"How will you access food?" becomes an engineering problem (often preferred by boys).

Because they're optional rather than mandatory, players of all gender identities can engage at their comfort level during this critical period of identity development.

One player might say "Let's add a greenhouse because that's how they'd access fresh food"—embedding personal values into design.

Another might focus purely on structure: "We need reinforced walls to prevent cave-ins." Both approaches are valid; both transform the player.

The Insight

 Failure taught me that social-emotional learning shouldn't be a separate "stop and share feelings" moment.

It works best when woven seamlessly into creative problem-solving.

  1. Constraints That Liberate

  1. Constraints That Liberate

(4) Constraints that Liberate

 The "No-Peek Build" Card

 The "No-Peek Build" Card

The Design Decision

One pit stop card requires each active player to close their eyes while building, guided verbally by teammates for 7 minutes.

Before

After

Why Constraints Work

 This single mechanic addresses multiple transformation goals from Culyba's (2018) Transformational Game Design framework simultaneously:

  • Relationships: Forces active listening, clear communication, and empathy ("How do I describe what this piece looks like to someone who can't see it?")

  • Skills: Develops spatial reasoning through language, giving/receiving instructions

  • Attitudes: Players discover that limitations enhance creativity rather than restrict it—a core principle of design thinking

The Counterintuitive Discovery

 Playtesting revealed that adding constraints actually helped players make better decisions.

One playtester said, "I couldn't see what I was doing, so I had to really listen and trust my team."

This contradicts the common assumption that social-emotional learning requires completely open-ended, rule-free environments.

Strategic constraints create dependencies that force the exact skills we want to build.

Framework Connection

 I initially had "Non-Verbal Communication" where players couldn't talk at all—but this completely blocked communication rather than enhancing it.

"No-Peek Build" creates dependency on clear verbal communication, which is the actual transformation goal.

This is embedded design: the constraint naturally produces the learning outcome.

Key Transformations

Key Transformations

Key Transformations

  1. 🧩 From Disjointed Mechanics to Cohesive Narrative

  1. 🤝 From Rigid Roles to Natural Leadership

Final Experience

Final Experience

Final Experience

The final game includes:

City Cards with environmental challenges and reflective prompts.

Examples: Underground City, Arctic Research City, Desert Oasis City—each with 3 guiding questions on the back

Pit Stop Cards (Strategy Cards) that introduce timed constraints and encourage team discussion

  • No-Peek Build: Eyes closed, verbal guidance only

  • Performance Analysis: "What should we focus on next?"

  • Spotter: "Is there anything we've overlooked?"

  • Technician: "Are there unstable parts or unused pieces?"

Three-Part Structure integrating freestyle building, strategic racing, and collaborative storytelling

  1. City Building (20 min) - Open-ended creative exploration

  2. Race Car Building (20 min) - Strategic design with pit stop challenges

  3. Integration (5 min) - Test car in city, tell the story

Unexpected Discoveries

Unexpected Discoveries

Unexpected Discoveries

Adding constraints and removing rules actually helped players make better decisions rather than limiting them.

In the final playtest, one group became so invested in their collaborative creation that they took photos before deconstructing—they'd formed emotional attachment to something they built together through shared leadership. This is exactly the "pride and belonging" outcome LEGO sought.

Gender-inclusive design isn't about separate experiences—it's about layered entry points.

LEGO artifact taken from a playster

Outcomes & Impact

Outcomes & Impact

Outcomes & Impact

I'm very proud that my design was selected and commissioned to be distributed at LEGO® Brick Clubs around Allegheny County! Its adoption by middle schoolers in educational settings highlights both the transformational design and the client’s confidence in its effectiveness.

Design grounded in research creates real change. Middle schoolers don't want to be taught collaboration—they want to race cars through cities they built together.

By embedding educational goals into joyful, inclusive play, the LEGO® City Race Challenge has become a meaningful tool for middle schoolers to connect, create, and grow —brick by brick. 

Let's Work together

© 2025. Designed by Zoe Mercado

Let's Work together

© 2025. Designed by Zoe Mercado

Let's Work together

© 2025. Designed by Zoe Mercado