Conceptual Design

I conducted research on designing for children, to develop digital learning products geared towards a younger demographic.

Challenges

  • Investigate children's digital device access and preference.
  • Guide the best UX and UI practice for designing.

Responsibility

Lead researcher and UX/ UI designer. From conducting the research, to analyzing best practices, to designing and testing.

Tools: Sketch, Excel, Keynote.


Before Start

The product design department built a Learning Lab dedicated to user research. I won a contest out of 22 submission for designing the logo. I presented the design and the concept in the staff meeting with over a hundred designers.

The conceptual design case on this page was one of the fundamental design explorations from the Learning Lab. Not only confirming a business opportunity but also sharing and guiding other product teams' designs.


Step 1: Research

I conducted user research that including grades K-2, 3-5, and 6-12. We wanted to find out what kind of products we can provide younger grades since they have access to digital products nowadays. For older grades, I focused on the updates.

This example shows the high-level research conducted for kids age 6-8, Grade 3-5.

Step 2: Analysis

A fundamental guideline for designing kids' digital learning products.

Step 3: Design and Testing

Based on the research result, I created 6 practice and exploratory patterns, such as drop-down and image gallery. The designs were tested in the Dublin office with ten 6-8-year-old kids. We ran usability, AB testing for specific features, and the UI style.

"It is so easy, I can do harder questions."

A 7-year-old boy said that at the end of his session, which means the interaction design and user flow were clear for him to finish the task.

"I like the colors (she meant the background gradient); they are cool."

It confirmed the vivid color use. I did design a whole saturated color patter specifically for younger kids (details on Design Tokens page).

Step 4: Production

Thanks to the positive user testing results, the design was adopted quickly to the Math RTI program.

Overview

I applied the research results in designing and testing, the outcome encouraged us to design and develop more children's digital learning products.