Tiny Wonderland started with a pack of animal picture cards and a toddler.

When our daughter was about 2 years old and we were trying to boost her vocabulary, we bought her a set of picture cards. Without really meaning to, we invented a game. We'd spread a few out on the table and one of us would ask "where's the dog?" - and she'd point. That was the whole game, and she loved it. We played it on the floor at home, and we started taking the cards with us to coffee shops to keep her entertained and quiet(ish!) while we were out in public.

So I started wondering whether that game could live on my phone. You'd never forget to pick up the pack of cards, and you'd always have it with you whether you were at home, or in the car, or out and about. And then I wondered if the game could ask "where's the dog?", and do it in a warm voice, wait patiently for a small finger to land, and be happily finished after a few minutes.

That's the app. The first game I built is called Where?, and it is exactly the game we played on that table. Everything else grew out of it:

  • Every card says its own name aloud, in case the parent's not available to do it for them.
  • No ads and no tracking, because I am SO sick of children's games trying to push upgrades or purchases at children who don't understand what the ramifications are: the only place you can buy anything in Tiny Wonderland is behind a parental gate.
  • It all works offline, because coffee shop wifi is terrible and everyone gets frustrated when a promised game doesn't work.

Once I had Where? working, I realised I could expand on the games available, reusing the cards and the functions for speaking and create more games with an educational purpose. I tried them out on my daughter and she loved them. She play-tested the games for me and I discovered that she would actively try to break them by trying things like touching cards multiple times to see what would happen. I found several bugs from watching her do this! It also showed up timing issues with the speech and animation and I had to figure out how to keep the pacing quick enough to maintain interest without losing out on conveying information.

With a mechanism for the decks in place, I could also expand on the cards available to make the games even more varied. At this stage we've got the following:

  • Where?: which was the first game and teaches listening and vocabulary skills
  • Memory match: one of my favourites, rewarding concentration and memory ability
  • What's missing?: a game where a card is removed and the player has to use observation and recall skills to work out which one has vanished
  • How many?: an early counting game to encourage subitising and using numbers
  • Snap: a classic card game, requiring focus and quick thinking
  • Dictionary: which functions like a first-word encyclopedia and cements vocabulary

Other games for this age group exist, but we loved playing this one and I've shared it with some of my daughter's friends who have enjoyed it too. I've never tried to replace focussed parenting with a screen, but a free 10-15 minutes of calm while I know my daughter is actually doing something to support her learning is almost priceless.

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