Flurry

Flurry is an educational digital tricycle developed by Italtrike, designed to combine physical movement, interactive play and learning.
I worked on this project as programmer, dealing with the videogame and interactive component: the system that allows the child to control the game through pedaling, steering and the actions performed on the tricycle.

A tricycle that becomes an interface

The idea behind Flurry is to transform a familiar, physical object—a tricycle—into a gaming interface.
The child interacts not with a joystick or touchscreen, but with his own body. By pedaling, steering, and adjusting speed, he sends commands to the tablet and becomes an active participant in the digital experience.
This relationship between movement and play makes Flurry a particularly interesting project: the body is not separated from the interaction, but becomes its center.

Play, movement and learning

In the project I took care of the programming of the digital part.
The main challenge was to translate physical inputs—pedaling, direction, speed, and the child’s actions—into simple, readable, and responsive game rules.
Programming Flurry therefore meant building a bridge between the body and the screen. All feedback had to be clear, immediate, and suitable for a very young audience.

My role in the project

In the project I took care of the programming of the digital part.
The main challenge was to translate physical inputs—pedaling, direction, speed, and the child’s actions—into simple, readable, and responsive game rules.
Programming Flurry therefore meant building a bridge between the body and the screen. All feedback had to be clear, immediate, and suitable for a very young audience.

A phygital project

Flurry is a project phygital, because it connects a physical object to a digital experience.
The tricycle retains its tangible nature, tied to movement and coordination. The video game expands this experience, transforming physical gestures into exploration, purpose, and feedback.
The child does not remain still in front of the screen: to play he must move, pedal, orient himself and respond to stimuli through his body.

Why Flurry is important to my journey

Flurry was a significant project for me because it made me concretely perceive the value of my work.
In this case, programming didn't just mean building mechanics, interactions, or digital systems, but contributing to an experience designed to help real children with movement, coordination, and learning.
One of the things that motivated me most was knowing that Flurry could also be useful in rehabilitation settings, for children in hospital or in therapeutic settings. The code I was writing wasn't just about running a game, but also about enabling an experience that would support children's physical activity, motivation, and participation.
Knowing that my work could impact real people was what made me work with even greater enthusiasm. Every technical choice wasn't an end in itself, but part of a larger project, in which video games became a tool for growth, healing, and educational relationships.
This is why Flurry represents an important step in my journey: not only because it unites gaming, design, and technology, but because it showed me that game development can become something useful, capable of positively impacting people's lives.