Adventures
Adventures is a prototype that was created for Google's online course, 'Design for Social Good.' This app is specifically designed for children to teach them about emotions and empathy.
Project Duration
2 months
My Role
UX Designer
My Responsibilities
Ideating, user research, visual design, wireframing, prototyping
The Problem
As society constantly evolves, new and unique problems arise in every era. Today, empathy is among the key issues of concern, particularly among children. There is growing apprehension about the decline of empathy in our society; and its potential impact on children's emotional and social development.
The Solution
Adventures is a case study of a mobile application designed for children between the ages of 6 and 9, aimed at teaching them how to express their emotions and learn about empathy.
Understanding
User research
Because I did not have direct access to children in my target user group, I conducted my research using secondary methods. I focused on three main areas: research methods, content development, and visual design decisions.
Method
Content
Visual Design
Visual Design
User personas
Agni is having trouble expressing his emotions.
The Design Process
Crazy eights
Information architecture
Digital wireframes
During the wireframing process, first, I focused on game mechanics, as developing smooth gameplay is just as important as the game ideas themselves. I created low-fidelity prototypes and tested them, then proceeded to the mock-up phase.
Iteration
Because I didn't have direct access to my target user group, I couldn't conduct usability testing. As an alternative, I consulted with a psychological counsellor who works with elementary school children and discussed my application. The insights I gained from our session proved to be very helpful.
I sourced all the stickers from www.flaticon.com and carefully manipulated them to ensure a cohesive visual design across the entire application.
To source the images, I used the free stock photography website www.unsplash.com.
The Solution
#1 Emotions
Open the game 'Emotions.'
Observe how the character expresses a specific emotion.
Try to imitate it.
Take a photo of yourself.
Move on to the next character in the game.
Repeat steps 1-4 until the end of the game.
Congratulations! You are now the master of emotions.
Play again or return to the games menu.
#2 I feel
Open the game "I Feel."
Think about the question, "How do you feel today?"
Choose eyes that best describe your feelings.
Choose a nose that fits you.
Choose a mouth that matches your emotions.
Feel free to change any part of the face if you don't think it expresses you well.
If the face looks accurate, click the button to proceed.
Answer the questions while thinking about your day.
Play again or return to the games menu.
#3 Everybody is here
Click on "Everybody is Here" in the Friends section.
Choose a friend that you want to get to know better.
Read about your chosen friend to learn more about them.
Say hello to your friend.
Click the "Return to everybody" button to return to the catalogue.
If you want, you can choose another friend to get to know.
#4 Situations
Click on "Situations" in the Friends section.
Select a situation that interests you.
Read about what happened.
Imagine yourself in that specific situation.
Answer the questions.
Click the "Return to everybody" button to return to the list.
If you want, you can choose another one to explore.
Impact
“As a psychological counsellor who works with primary school children, I would use this app regularly.” – Counselor
Going Forward
What I learned:
I learned a lot from designing for children, which was a unique experience for me as a UX designer.
Since I couldn't perform usability studies with my target user group, I had to find an alternative solution and relied on secondary information sources.
I focused on improving the app's visual representation and function.
Next steps:
Conduct user research and usability testing to gather feedback and make further improvements to the app.
Expand the selection of games and activities available in the app.
Create content for the books section of the app.
Develop a business plan to explore the potential of making the application free to increase its usage.