At this point I knew what the issue was, but to solve it I wanted to understand their root cause. In the process I also found out the areas my solution would lie in.

Crawling down the steps towards the core

By restricting them from misusing phones.

How

Indulging them in much more interesting games.

How

Change of games very frequently.

How

If a single game could serve several purposes.

Solution

Why and how are phones impacting behaviour of kids?

They have become aggressive and irritated.

Problem

Why

Don’t like when they are detached from phone.

Why

Started enjoying content of phone.

Why

Phone has become virtual babysitter

Root cause

Including such skills in modern games.

How

Turning aspects of digital game into reality.

How

Add physical elements to the game.

How

Merge both the mediums, physical and digital.

Solution

Why are classic toys better than modern toys?

Modern toys are more expensive and less impactful.

Problem

Why

Classic toys taught things other than the game itself.

Why

Engaging thus, required help and company.

Why

Complex cognition for fine motor and brain development.

Root cause

As a result of the above mentioned UX research, Root Cause Analysis design strategy was approached for positive user experience.

Problem solving

Kids play and mother’s happy!!

Kabir bored of his toys

Scans it on his mother’s phone.

His mother gets him PuzzleYou

Interact with the cartoon games.

He solves the jigsaw puzzle.

Mother is happy with such engagement.

To them, it's not two separate worlds. It's one world that blends together. It's all just play.”

- Ditte Pedersen, Senior Design Manager, LEGO

Defining the play

A combination of digital and analogue play. PuzzleYou would include cartoons as well as board game. Basically, jigsaw puzzle would act as the gateway to unlock the digital level.

Helps in cognition by enhancing mental speed, concentration and short-term memory.

Helps in hand-eye coordination through grasping and matching jigsaw pieces together.

Helps in fine motor skills with finger movements and coordinated piece manipulation.

Helps in brain development with kids' memory and problem solving in interactive play.

Why Jigsaw puzzle?

Why Cartoons?

Kids of early age are drawn to cartoons because of the colourful- imaginative visuals, entertaining storylines and sense of humour. It is a whole world to them until they actually start exploring outside.

Solve

Scan

Interact

Then I prioritized all the possible ideas as primary, secondary and tertiary features using bull’s eye.

Since this was about gaming, I did not hold myself back from being as creative as a ripe sunset. I thought about mediums, engagement and much more.

Exploring possibilities

After forming a good idea of what one of many possible experiences and how the entire game would work, it was time to design.


Let’s develop the solution:

Link of the research I did for graphic user interface.

Conducted usability testing in order to obtain practical, real-time feedback to improve the design and provide a more optimal user experience. Here’s the link to the report.

Testing and Iterations

Added a ‘rechoose’ button, so that users always a choice.

Before

After

KID #1

“No, I want jerry to win. Why can’t I choose again?”

Changed the reward button, for better consistency.

Before

After

Parent #2

Confused if this is an action button and different from others?

Reduced- rearranged buttons, for better experience.

Before

After

KID #3

Confused because of too many buttons (not required).

Prototyping the concept

Given the speculative nature of this project, I relied on using video prototyping as a tool to convey the story of PuzzleYou.‍ I approached the video like an advertisement for a gaming application. The priorities were to and make it engaging (have a hook in the first 10s).

I created a storyboard, animated and edited the video.

Information Architecture

Since the primary users are kids, I kept the application architecture simple and flat.

User #2

As a young parent, I want my kid to use phone wisely so that they develop essential skills.

User #1

As a child who loves cartoons, I wish to be jerry so that I can defeat dumb tom everytime.

I then mapped out a user flow for both the user personas- kids and their parents with their respective end goals.

Bringing back the childhood play

Submitted at-

Focus

UX Research, Problem solving, UI (Figma), Usability testing

Duration

3 weeks (85 hours)

Sector

Toy Industry, Kids, Gaming

Overview

Introducing an initiative: a synergy of classic toys and digital play. We reintroduce timeless toys into the market, prioritizing digital safety. With classic games acting as the key to unlock new digital dimensions. Let's shape a new era of play that fosters engagement and holistic growth for the next generation!

Problem

Post-2014, toy industry losses led companies to shift to technical toys. With less positive impact on kids development.

Reason

Nuclear families limit children's playmates, hindering skill development. Popularity of phone games due to their immersive nature, heightened during COVID.

Approach

To merge immersive phone games safely, classic games must act as the gateway to unlock the digital level.

Background

For a class project, we were urged to think about an industry and it’s challenges. We could look anywhere. I chose toy industry because of it’s rising prices.

DEFINE

Problem Space

Overview

RESEARCH

User Research

Statistics

Market analysis

Insights

DESIGN

Design System

High Fidelity Prototype

Usability Testing

IDEATE

whys and hows

Prioritizing Features

Storyboarding

Since the root cause of the problem can lie deep inside why and how kids play and react to modern games, benefits of traditional ones and usage of phones. I decided to change the perspective from pricing issues to gaming experience.

Pivot!

What, why and how has kids behaviour changed with the shift from traditional to digital games.

Let’s dive into the Research:

Cause #1

Usage of phones

Average screentime of a 7 year old is 4.5 hours, as per WHO. Depending majorly on ethnicity and parental education.

cause #2

Role of parenting

In nuclear families, kids lack playmates. And busy parents can't always join. Children imitate phone usage, mirroring parental actions.

result #1

Behavioural change

Ages 3 to 8 are crucial for shaping behaviour. Misusing phones during this stage can heighten aggression and irritability in children.

Result #2

Reduced skill growth

Classic games enhanced cognitive and social skills in kids. Today's children lack opportunities for such vital skill development.

threat

Inappropriate use

Excessive phone use may lead to hyperactivity and attention issues. Inappropriate content on the internet impacts the thoughts for young children.

Strength

Digital skills

The digital shift is undeniable. Parents fear limiting phones may hinder children's development like digital literacy and hand-eye coordination.

Opportunity

Virtual babysitter

Phones serve as babysitters for busy parents. It has a power to keep the kids engaged. Addressing time constraints in parenting.

weakness

Post covid

During pandemic, digital education and screen habits became common. Even now, education remains deeply rooted in digital platforms. Thus, becoming a necessity.

In 2022, post covid pandemic, companies shifted to modern toys and as a result of kid’s demand for new toys, prices increased.

Up until here, my focus was on pricing of toys and the keyword to the solution was rental toys. But then I realised,

As children, we did not have toys. We invented characters and animals; we invented stories.”

- Rithy Panh, Screenwriter

Children typically request new toys, and since toys can be costly, this results in additional expenses. Moreover, children often tend to disregard their existing toys once they receive new ones. This approach negatively influences children's behaviour.

I know the simplest solution is - stop giving phones to them. But eliminating phones is extremely hard. In fact, even before I list out the reasons, if you’re a parent, I’m sure you know exactly what I'm talking about.

All of this has something to do with kids behaviour

Existing applications

Khan Kids Academy

Monkey Preschool

Endless ABC

Byjus Kids

Company

Mission statement

A free, world-class education to anyone, anywhere.

Fun interactive games to entertain kids.

Delightfully interactive educational app.

Redefine how the world learns and breaking the barriers to quality education

Target market

Govt. school children

Agr group 6-10 years.

Age group 4-10 years.

Grade 1 to grown-ups

Pricing /month

Free forever

Rs. 130 for ad free

Rs. 600 for full version

Rs. 3,333.33/month

Strengths

Playful UI

Innovative educative game

Teacher tools

Playful UI (levels)

Educative games

Characterised

Playful UI

Educative games

Parental control

Playful Games

Animated Learning

Progress reports

Weaknesses

Ux for 5 years above

Offline mode not available

Narrowed down concept

A little boring for long time

Narrowed down concept

Paid

Paid

Features

Onboarding

Parental aspect

Interactive

Gamification

Interviews

15+

Types

Open ended (In person), Pain point based, Observation

Platform

Telephone

Interviews and surveys

Defining engagement

Insight #1

Screen time

Parents prefer an appropriate duration of screen time that doesn't impact their kids vision or mental well-being.

Insight #2

Toys preference

Parent’s decision making factors:

usage

Cost

Demography

Insight #3

Reward system

Kids are dedicated to do an act when they love the reward. Try finish your homework and then you can go outside to play.

Insight #4

Engaging storylines

Kids cherish cartoons as the characters and storylines become their friends in a world they relate to the most.

My kid loves stories and he always imagines if he was one of the character, what he would do next in the story.”

- Leona, Mother of a 5 year old

Games

Stuff teddy

Books

Cartoons

Music

INTERESTS

Classic games

Creative games

Digital games

Educative games

LIKINGS (for kids)

Obeying

Creative

Accepting

Busy

Gamer

Ignorant

Cartoons

Bored

PERSONALITY

Aggressive

Lazy

Alone company

TRAIT 1:

TRAIT 2:

TRAIT 3:

ABOUT

Diksha is a 5 years old girl born in a middle class family. She is a single child and gets bored of toys too soon. As her mom is busy in home chores, she likes spending time on phone now. YouTube cartoons and games are really fun.

NEEDS

I want new toys.

An anytime every time person to play games with.

Mom to understand I use phone for entertainment and let me use it.

FRUSTRATIONS

Old toys are boring.

Mom doesn’t like me using phone.

Diksha Jain

5 years old

Bhilwara, Rajasthan

Mumma phone dete hi nhi hn.

Meri favourite toh meri disney doll hai kyunki voh bhot BEAUTIFUL hai and uske HAIRSTYLES bhot saare ho skte hn

Books

Movies

Music

Cooking

INTERESTS

Classic toys

Screens

Digital games

Educative games

LIKINGS (for kids)

Rich

Aware

Busy

Patient

Middle class

Not much

Time Rich

Impatient

PERSONALITY

Money concerned

Curious

Tired of phone demands

TRAIT 1:

TRAIT 2:

TRAIT 3:

ABOUT

Anju is a mother of a 5 year old boy, living in Surat, Gujarat. She is a BBA graduate and now a housewife. She bought her kid toys last week but he is bored of them already. And she is slowly observing the behavioural changes in him.

NEEDS

Understand her son’s behaviour and reasons.

Better toys for son to attach to.

A way to keep her son busy but productive.

FRUSTRATIONS

Her son is watches silly reels on phones.

Son developed anger issues

Toys are really expensive and then son gets bored of it.

Anju Patel

31 years old

Surat, Gujarat

Aaj kl toh bache bhot jaldi bore ho jate toys se pr har baar dila bhi nhi skte kyunki mehange hote hn.

From the data I collected, I formulated an optimal user journey for kids, aiming to pinpoint specific pain points at each stage and develop an ideal user experience accordingly.

and are always there to play with her

New toys

Mom is also busy

No one to play with

Need something exciting in life

More friends

friends who are free

Interesting toys

While existing applications effectively educate and engage kids, the predominant focus is on one medium—screens. Despite its advantages, this approach lacks the incorporation of physical activities essential for fine motor and brain development skills.

#1 Be open to new directions

When I was midway through my research and had some raw concepts, a critical conversation with my fellow mates gave me some fresh ideas. Initially I tried to justify my original idea but then I recognized the value of these suggestions in refining my project.

#2 Always research for similar market innovations

There is always a solution, be it minor or significant, to every problem. You’re always innovating something. I realized this when after I finalised my phygital gaming aspect, I came across LEGO FUSION which inspired and gave me a better direction.

#3 Observe> listen

As my users belong to the younger age group (3-8), they were not able to express how seamless the task flow was. I refined my interface based on observations of their hand-eye movements.

I'm happy that I was able to work on a project for kids, because it was different than my other projects. Creating a seamless experience for kids which even parents agree to was a bigger task.

Learnings and Takeaways

Focus

UX Research, Problem solving, UI (Figma), Usability testing

Duration

3 weeks (85 hours)

Sector

Toy Industry, Kids, Gaming

Overview

Introducing an initiative: a synergy of classic toys and digital play. We reintroduce timeless toys into the market, prioritizing digital safety. With classic games acting as the key to unlock new digital dimensions. Let's shape a new era of play that fosters engagement and holistic growth for the next generation!

Approach

To merge immersive phone games safely, classic games must act as the gateway to unlock the digital level.

Reason

Nuclear families limit children's playmates, hindering skill development. Popularity of phone games due to their immersive nature, heightened during COVID.

Problem

Post-2014, toy industry losses led companies to shift to technical toys. With less positive impact on kids development.

Background

For a class project, we were urged to think about an industry and it’s challenges. We could look anywhere. I chose toy industry because of it’s rising prices.

From the data I collected, I formulated an optimal user journey for kids, aiming to pinpoint specific pain points at each stage and develop an ideal user experience accordingly.

Interviews

15+

Types

Open ended (In person), Pain point based, Observation

Platform

Telephone

Interviews and surveys

My kid loves stories and he always imagines if he was one of the character, what he would do next in the story.”

- Leona, Mother of a 5 year old

At this point I knew what the issue was, but to solve it I wanted to understand their root cause. In the process I also found out the areas my solution would lie in.

Crawling down the steps towards the core

To them, it's not two separate worlds. It's one world that blends together. It's all just play.”

- Senior Design Manager, LEGO

Then I prioritized all the possible ideas as primary, secondary and tertiary features using bull’s eye.

Since this was about gaming, I did not hold myself back from being as creative as a ripe sunset. I thought about mediums, engagement and much more.

Exploring possibilities

As a result of the above mentioned UX research, Root Cause Analysis design strategy was approached for positive user experience.

Problem solving

Link of the research I did for graphic user interface.

Prototyping the concept

Given the speculative nature of this project, I relied on using video prototyping as a tool to convey the story of PuzzleYou.‍ I approached the video like an advertisement for a gaming application. The priorities were to and make it engaging (have a hook in the first 10s).

I created a storyboard, animated and edited the video.

After forming a good idea of what one of many possible experiences and how the entire game would work, it was time to design.


Let’s develop the solution:

User #1

As a child who loves cartoons, I wish to be jerry so that I can defeat dumb tom everytime.

User #2

As a young parent, I want my kid to use phone wisely so that they develop essential skills.

I then mapped out a user flow for both the user personas- kids and their parents with their respective end goals.

Information Architecture

Since the primary users are kids, I kept the application architecture simple and flat.

I'm happy that I was able to work on a project for kids, because it was different than my other projects. Creating a seamless experience for kids which even parents agree to was a bigger task.

Learnings and Takeaways

#1 Be open to new directions

When I was midway through my research and had some raw concepts, a critical conversation with my fellow mates gave me some fresh ideas. Initially I tried to justify my original idea but then I recognized the value of these suggestions in refining my project.

#2 Always research for similar market innovations

There is always a solution, be it minor or significant, to every problem. You’re always innovating something. I realized this when after I finalised my phygital gaming aspect, I came across LEGO FUSION which inspired and gave me a better direction.

#3 Observe> listen

As my users belong to the younger age group (3-8), they were not able to express how seamless the task flow was. I refined my interface based on observations of their hand-eye movements.

See next project

What, why and how has kids behaviour changed with the shift from traditional to digital games.

Let’s dive into the Research:

In 2022, post covid pandemic, companies shifted to modern toys and as a result of kid’s demand for new toys, prices increased.

Up until here, my focus was on pricing of toys and the keyword to the solution was rental toys. But then I realised,

Existing applications

While existing applications effectively educate and engage kids, the predominant focus is on one medium—screens. Despite its advantages, this approach lacks the incorporation of physical activities essential for fine motor and brain development skills.

Since the root cause of the problem can lie deep inside why and how kids play and react to modern games, benefits of traditional ones and usage of phones. I decided to change the perspective from pricing issues to gaming experience.

Pivot!

Cause #1

Usage of phones

Average screentime of a 7 year old is 4.5 hours, as per WHO. Depending majorly on ethnicity and parental education.

cause #2

Role of parenting

In nuclear families, kids lack playmates. And busy parents can't always join. Children imitate phone usage, mirroring parental actions.

result #1

Behavioural change

Ages 3 to 8 are crucial for shaping behaviour. Misusing phones during this stage can heighten aggression and irritability in children.

Result #2

Reduced skill growth

Classic games enhanced cognitive and social skills in kids. Today's children lack opportunities for such vital skill development.

Opportunity

Virtual babysitter

Phones serve as babysitters for busy parents. It has a power to keep the kids engaged. Addressing time constraints in parenting.

weakness

Post covid

During pandemic, digital education and screen habits became common. Even now, education remains deeply rooted in digital platforms. Thus, becoming a necessity.

Strength

Digital skills

The digital shift is undeniable. Parents fear limiting phones may hinder children's development like digital literacy and hand-eye coordination.

weakness

Post covid

During pandemic, digital education and screen habits became common. Even now, education remains deeply rooted in digital platforms. Thus, becoming a necessity.

Children typically request new toys, and since toys can be costly, this results in additional expenses. Moreover, children often tend to disregard their existing toys once they receive new ones. This approach negatively influences children's behaviour.

I know the simplest solution is - stop giving phones to them. But eliminating phones is extremely hard. In fact, even before I list out the reasons, if you’re a parent, I’m sure you know exactly what I'm talking about.

All of this has something to do with kids behaviour

As children, we did not have toys. We invented characters and animals; we invented stories.”

- Rithy Panh, Screenwriter

Bringing back the childhood play

Submitted at-

Kids play and mother’s happy!!

Conducted usability testing in order to obtain practical, real-time feedback to improve the design and provide a more optimal user experience. Here’s the link to the report.

Testing

Before

After

KID #3

Confused because of too many buttons (not required).

Reduced- rearranged buttons, for better experience.

Before

After

KID #2

Confused if this is an action button and different from others?

Changed the reward button, for better consistency.

Before

After

KID #1

“No, I want jerry to win. Why can’t I choose again?”

Added a ‘rechoose’ button, so that users always a choice.

Defining the play

A combination of digital and analogue play. PuzzleYou would include cartoons as well as board game. Basically, jigsaw puzzle would act as the gateway to unlock the digital level.

Helps in cognition by enhancing mental speed, concentration and short-term memory.

Helps in hand-eye coordination through grasping and matching jigsaw pieces together.

Helps in fine motor skills with finger movements and coordinated piece manipulation.

Helps in brain development with kids' memory and problem solving in interactive play.

Why Jigsaw puzzle?

Why Cartoons?

Kids of early age are drawn to cartoons because of the colourful- imaginative visuals, entertaining storylines and sense of humour. It is a whole world to them until they actually start exploring outside.

Solve

Scan

Interact