- Mom and dad are the primary stakeholders
- 0-6 years old are a crucial stage
- 69% parents want positive parenting tips (Pew Research)
- 54% Parents want authoritative information (Pew Research)
Many of us, including myself, have experienced challenging relationships with our parents during childhood.
After engaging in user research with over 10 individuals and 2 experts, ideating concepts, creating an animated prototype, and conducting usability testing, I developed Oya. This mobile app is crafted to fortify the bonds between parents and children aged 0-6, enriching family time through interactive experiences.
I interviewed with 4 parents with kids over 6, and 2 with kids under 6 to o gain comprehensive insights into parental concerns and needs.
Interview insight can be summarized into 3 aspects
My mobile design professor, a father of two daughters, quoted a line from a Korean Drama to illustrate the humility and vulnerability of fatherhood.
๐ Ongoing Lesson
๐ Practice and Apply
๐ฎ Gamification
Desired to Learn More with Limited Free Time
Struggled to Spend Quality Time with Kids through Activities
Need to practice what they have learned and associated the knowledge with their children
Flexible Mini-Lessons for Time-Strapped Parents
Comprehensive activity guidance while tracking development
Enabling parents to efficiently apply their newly acquired knowledge in practical situations
Following the three functionalities identified earlier, I charted the learning process for both parents and children and subsequently outlined the overall user flow.
I've selected the colors red and yellow to evoke a warm and familial atmosphere, providing support and comfort to parents. Additionally, the Nunito font, with its rounded edges, serves as a suitable choice that resonates with both parents and children.
Before I start High-Fi. I designed a components system so that I can make quick changes to my future Hi-Fi prototypes while maintaining a consistent style.
โ User Reported Problem with seeing the connection between Activity and Lesson
โ User skip lesson when they find title unrelated to the activity recommendation
โ Combined Activity and Lesson mage to make the Play, Learn, Record user flow more flawless.
โ Users struggled to recognize developmental behaviors while logging milestones.
โ Providing more tips for parents to understand all the terms.
โ Providing examples for each behavior for easier identification and enhance the overall accessibility for the app content.
โ Users found it challenging to click completion button on home pages.
โ Redesign the Completion process and status indicator
โ Redesign the accessibility of the completion button
โ Users found it challenging to click the completion button on activity page
โ Redesign the accessibility of the completion button
๐ User satisfaction for the overall app increased 30% from the first user testing to the final design user testing
๐ Task Success Rate reached 100% after 2 iteration
Thinking about the usage for iPad among children. I think about future direction in developing an Tablet Version of the App. So I utilized the responsive design through auto layout in Figma to achieve this future update easily.
This personal project presented challenges due to the absence of a team for discussion. Despite this, seeking advice from professors and friends proved invaluable for design decision-making.
Conducting multiple usability tests revealed numerous opportunities for design improvements. This process highlighted the continuous potential for enhancing user experience.
Discussions with my professor provided insights into what types of adult education are feasible. While my initial concept of a Virtual Child Game was innovative, its high production costs and potential market reluctance made it less viable. Beyond user experience enhancement, a key objective was to create a commercially viable product.