UX Design: Designing User

Interfaces for Kids

wireframe of final design

Summary.

For our final project, our professor tasked us with designing the front end for a Victorian literature database. He noted that browsing should be considered the most important feature, but not browsing of the books --- browsing of the metadata. 

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Role: UX Designer

Team: Mia Spencer, Vanesa Ayon, Miraj Mehta, Loan Tran

Methods/Skills: comparative analysis, wireframing, design system creation, design ideation, thematic analysis

Scope: February - May 2022

Goal: To do research and then create a detailed design memo for an educational technology for children

My Contribution

Our research contributions were split equally and I will explain them throughout. For the lo fi prototype, I worked on the world building and the learning island concepts.

Research.

Before we began our research, we brainstormed some initial ideas for possible technologies, then extrapolated and agreed upon the common vision and goals we wanted to put our focus into. We were put into a group together because we were all interested in creating technology that focused on reading and writing but wanted to make sure that we were on the same page before we began research. We then began our research which included interviews with both children and teachers, a comparative analysis, and a literature review.

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Research Included:

  • interviews

  • comparative analysis

  • literature review

image of sticky note brainstorming

Initial Ideas, Goals, & Objectives

vision, objectives, demographics sticky notes

Interviews.

In total, we interviewed two teachers and four children in order to figure out what teachers thought would be most helpful for students and to find out from students what they most enjoyed. We then put all of our insights in a spreadsheet and did a thematic analysis to synthesize and analyze our findings.

portion of the interview spreadsheet

Interview Spreadsheet

sticky note organizing of interview notes by theme

Interview Findings by Theme

teacher findings: supervise & provide feedback, gamified assignments and student findings: ELAR levels creative inso, multiple genres and methods

Refined Interview Findings

Comparative Analysis.

We also did a comparative analysis and each picked already existing educational technologies to analyze and put our findings into an affinity diagram to help us figure out what features are most necessary or what features we think they are missing. 

sticky note comparative analysis

Literature Review.

We then brainstormed what information we felt like we were still missing after those rounds of research and picked four topics we felt like we needed answers to. These were mostly focused on general information about how children learn and at what age certain learning milestones fall. Each person then picked one of those topics and did a literature review on those topics. Our findings helped narrow our focus for our design ideas (what age group to focus on, which disabilities to discuss, how kids learn to write, etc).

sticky note organization of literature review topics: current ed tech, general education info, creative writing, learning with disabilities

Problem Definition.

As a teacher, I would like an educational technology that (given that students are falling behind in ELAR levels) keeps children engaged and provides genuine learning opportunities.

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How might we…

Engage students to help them enhance their writing & storytelling skills for independent and collaborative growth?

Birds Eye view pic of notes and brainstorming

Design Ideation.

We first refined our research to come up with a list of student and teacher interests we wanted to include in our technology. We drew inspiration from the existing technology we reviewed and the moodboard we created to help us think of what aesthetic would be most engaging to children. We created an affinity diagram to decide what elements we should include and then came together to pick ideas from our concepts/paths that we all like in order to ideate an MVP wireframe path that will be designed for our presentation and design memo.

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teacher interests: supplemental lesson planning, tracking progress, feedback opportunities and student interests: gamified UI, collaboration
child technology mood board
  • Overview of Digital Technology: A space for students to create and tell stories, primarily through writing, but also allowing/encouraging other mediums and creative outlets: video, drawing, etc.

  • Learning Objectives: Fundamentals of creative writing, exposure to multiple genres: poetry, fiction, flash fiction, non-fiction, play, etc.

  • Age: 5th grade (most of our research is based here); can include further suggestions for other age groups in memo, but designs will be focused on age group

  • Digital Technology: Laptop with flexibility into touch-based interface

  • Environment/Circumstances: Classroom, for individual writing and group collaboration

    • Class “home base” > individual accounts

    • Control/Access for teachers/students

  • Design Elements/Features: individual writing prompts/activities; creative class/group collaboration activities; reading content based on interests; platform for kids to write, but have access to teacher collaboration for help on their personal and class projects; pop-up “tips/suggestions” to improve or add on to the story; different options/prompts pending on the initial purpose of starting to create “do you want to create alone; with friends; etc.”

    • Student-side (primary)

    • Teacher-side 

Overview of Design Concept

Prototype.

We split up different tasks for the prototype creation. I focused on adding accessibility notes, nearby attractions, accessibility reviews, and an accessibility rating filter.

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  • Avatar creation

  • World building concepts

  • Notebook creation

  • Origin story

  • Learning island

Overview of Features

  • Accessibility and reading integration

  • Student-teacher opps

  • Reward system

Future Feature Opportunities

Customizations to increase feelings of identification and ownership:

  • Offer as many options as possible so everyone feels represented

  • Physical/inclusive traits and different age options

  • Live avatar with animations, expressions and sounds

  • Illustrations appropriate for 7-12 age but extended ranges as well so more users can have the same experience

    • Ex. Snapchat bitmojis and Apple Animojis. 

Avatar Creation

avatar creation
  • Illustration style

  • Flexible and expandable map

  • Zoom in and out

  • Contrast on icon worlds and icon world illustrations

  • Color & style map according to world themes and characters

  • Can create their own world

  • Easy to use, navigate, add, travel

World Building Concepts

world building concepts

The digital notebook is a space for exploration and there is no right or wrong way to use it.

  • Customizations:

    • Every notebook has a unique personality

    • Each comes with an editing toolbar

    • Page style (color, lined/unlined, etc.)

    • Stickers for decoration and brainstorming

Notebook Creation

notebook creation
  • Offers opportunities for interaction

  • Characters present open writing prompts to the user

  • The user is never forced to tell a story; the exception may be a teacher’s assignment

  • User can explore worlds, objects, and characters for ideas and inspiration

  • Writing stories can unlock prizes, such as badges, journals, worlds, etc.

  • If the user gets stuck, they can go to Learning Island

Origin Story

origin story
  • Teachers create account & avatar to assign projects & provide students with feedback

  • Teacher access code for class accounts

  • Professor Wordsmith: 24/7 writing tutor that gives writing tips/lessons and serves as a guide for Story Traveler’s

  • Available to users not part of class account

Learning Island

learning island

Reflections.

  • What i learned 

    • Thematic coding/analysis

    • How to collaborate with people who have strong opinions on design

      • To be efficient and fair, we made a lot of decisions by voting (not allowed to vote for our own ideas/designs)

    • On the same note, we spent a lot of time on the brainstorming stage because we each had a lot of ideas and our oral brainstorming sessions could last for hours 

      • We realized our most efficient form of brainstorming was collaborating through figjam where we were forced to distill our ideas into short, easily digestible notes

  • What could be improved

    • We would have liked to do some concept validation with kids and teachers from our target audience

    • I think the amount of features we included might be too many for a minimum viable product (MVP) 

      • Perhaps, for the initial prototypes, our concept validation would help us figure out which features to focus on

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