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Syllabus backed edu-tainment app for the 6-11 year old covid struck batch

SPRINT INTERVIEW RESEARCH GAMIFICATION INTERACTION DESIGN USABILITY TESTING

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OVERVIEW

The task was to design an interactive educational platform for children aged 6-11 (primary school) to cope with the loss of on site classes and learning experience on account of Covid-19. The challenge was to design the interface in a way that kids can use this application independently, without the constant guidance or support from adults. (Parents/Teachers)

MY ROLE

Conducted user interview and research. Provided suggestions for kid friendly interface. Generated opportunity areas & concept development. Designed for AR feature , reward system, screen time alert screen , walkthrough and landing page design. Visual design and usability testing.

THE TEAM

Sprint decider, 6 designers led by industry expert

TIMELINE

Two week design sprint 

Let the sprint begin!
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THE SAILBOAT

Sail Boat  exercise was done in order to include what is helping the brand move forward and what is holding it back and
vote on the most pressing anchor point.

HOW MIGHT WE?

These questions were the best way to open up brainstorm and other ideation sessions. The "How Might We" method being constructed in a way that it opens the field for new ideas, that we do not currently know the answer for, it encourages a collaborative approach to solving the problem at hand

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HOW MIGHT WE?

By categorising different aspects to be considered to improve the product, the HMW's gave a deeper understanding in terms of the path we may need to consider.

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IMPACT- EFFORT

Placing the top three voted suggestions around the grid gave us an idea to weigh our solutions. Further, this directed us to reach our two-year goal of the product through individual
voting along with the help of the decider vote.

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"CAN WE" STATEMENTS

The group noted possible methods of improving the acceptance of the product by phrasing them as can we statements to produce tangible ideas.

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LIGHTENING DEMOS

On day 3 of the sprint ,the focus was on solutions. With the target fresh in mind, we dove into inspired, delightful features and experiences. The first step was to isolate existing features of different products, that we’d like to incorporate in our product.
- The product name
- The big idea
- Supporting features

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4 PART SKETCHING

Individual ideas were sketched out. This was a quick and easy way to communicate ideas without actually building anything.
This was done in 4 step sketch process. 

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4 PART SKETCHING

My contribution to the team in the sketch process

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4 PART SKETCHING

The individual ideas were then shared with the team and a heat map voting process was done to determine the popular opinion of the group. The decider then voted on the idea we’ll be executing for the prototype along with the supporting features. The most voted on idea was the one that I had presented.

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STORYBOARD

We then quickly put down the flow of information for the storyboard, individually and the voting process helped us narrow down on the best possible solution. So we concluded the day with a clear idea of how we’re moving forward with the storyboarding and prototyping.

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WIREFRAMES

Using the storyboard developments, the wireframes were designed to give consistency to the various ideas provided by the team. These are the wireframes of some key screens contributed by myself.

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PROTOTYPE SNIPPETS

Based on the storyboard, we divided into roles of elements- components - screens in order to efficiently design the prototype screens with a consistent visual language. 

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USER TESTING

We wrote down 3 core questions individually followed by 5 set of detailed questions. So with 5 and 3 top voted questions combined we got the final 8 questions to ask the kids about their experience with the app.

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USER TESTING

With these recordings we came up with major problems with the interface and problems related to the content.

PRODUCT DEVELOPMENT -WEEK 2

The second week of the process, the team could see how the product was shaping up by combining all the feedback received from the user's .(kids & parents).
Having an overview of all the collected data, starting from the very first day of the Design Sprint and resuming from the Impact-Effort scale, the team got interesting insights to move ahead to Phase 2 and completion.

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IMPACT EFFORT SCALE

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"CAN WE" STATEMENTS

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RE ITERATING PROTOTYPES

Some of the flows that needed to be redesigned were updated based on the user test insights.

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USER TEST 2

New questions were prepared for the second round of user testing. We tested the new version of the prototype with 5 new users and 3 previously interviewed users.

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FINAL TOUCHES

After the final round of feedback we updated any minor changes required in the application prototype. The kids loved the features of the app! The AR feature and the Voice assist were a hit and through the popular kids vote we could conclude that the app prototype was a huge success and would help them learn while having fun and exploring the latest technology.

Thus, ends the sprint!

After the final round of feedback we updated any minor changes required in the application prototype. The kids loved the features of the app! The AR feature and the voice assist were a hit and through the popular kids vote we could conclude that the app prototype was a huge success and would help them learn while having fun and exploring the latest technology.

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