Itamar Katan
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Case Study

Hop! - Hachi Eitan

Empowering Emotional Resilience in Early Childhood (Ages 3-7)

Hachi Eitan is a social-emotional learning series and interactive game from Hop! Channel for children ages 3-7. This case study by EdTech product designer Itamar Katan covers the game design for kids who can't read yet and the AI-built content library behind it.

About the Initiative

"Hachi Eitan" is a significant social-educational initiative launched in February 2026 by Hop! Channel. Its mission is to strengthen emotional resilience in children through a multi-platform experience, helping them navigate complex feelings like fear, anger, and uncertainty within the sensitive Israeli reality.

The Content Machine

Using AI, we built a massive content library: 500+ consistent images, 15 interactive stories, and persistent characters. Developed with psychologists and SEL.IL (Social Emotional Learning Israel), the project bridges linear TV animation with interactive digital engagement for pre-literate children.

The Series & Storyline

The story follows Eitan (5.5) and his doll Toni, who comes to life in his imagination as a supportive inner voice. Together, they provide a shared emotional language for children and parents.

The content intentionally touches on the Israeli reality, helping kids process situations like "Abba in Miluim" (Dad in Reserves), sirens, and loss in a gentle, age-appropriate way.

Our goal was to create a safe space where children can see their own lives reflected back to them, validated by characters they love.

The Series & Storyline image 1
The Series & Storyline image 2

Interactive Play

"Hachi Eitan - My Way" is an interactive game where kids and parents practice daily situations. It fosters cognitive flexibility and social skills within a safe digital environment.

The interface was meticulously designed for children who don't yet read, ensuring they can independently explore their emotions and make meaningful choices.

We used voice-overs and clear visual cues to guide children through scenarios, allowing them to choose how Eitan responds to different emotional triggers.

Interactive Play image 1
Interactive Play image 2

UX: Two-Step Selection

To prevent accidental clicks and build confidence in pre-literate users, we implemented "Two-Step Interaction":

  • Focus & Hear: The first tap focuses the card and triggers a voiceover narrating the emotion.
  • Confirm: The second tap confirms the choice, ensuring the child actually wanted that content.

This approach gives children the time to process information and make a deliberate choice based on their feelings, rather than just clicking on what looks bright.

UX: Two-Step Selection image 1
UX: Two-Step Selection image 2

A Shared Language

Hachi Eitan is more than a series; it's a wrapper for families. Beyond the content for kids, we created tools and video guides for parents and educators.

These professional resources help adults mediate complex feelings for their children, turning media consumption into a tool for emotional growth.

By providing a shared vocabulary, parents can continue the conversation at the dinner table or before bed, extending the impact of the digital experience into the physical world.

A Shared Language image 1
A Shared Language image 2
A Shared Language image 3
Questions people ask

Hachi Eitan, clearly.

What is Hachi Eitan?

A social-educational initiative launched by Hop! Channel in February 2026. It helps children ages 3-7 build emotional resilience through a series, an interactive game and tools for parents and educators.

Who is it for?

Children ages 3-7, most of whom can't read yet, together with the parents and educators who help them talk about feelings.

How can children who don't read use the game?

The game uses voice-overs and clear visual cues. A two-step interaction helps too: the first tap focuses a card and plays a voice-over naming the emotion, and the second tap confirms the choice.

How was AI used in the project?

AI helped build a large content library: more than 500 consistent images, 15 interactive stories and characters that stay the same across the series.

Who shaped the content?

The project was developed with psychologists and SEL.IL (Social Emotional Learning Israel).

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