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Games UX for Kids

Discipline

UX Research
Game Design
EdTech

Role

Research lead
Facilitator
Content Design
Prototyping

Timeline

August 2023
May 2024

Client:

Iconsultancy

Goal: Create a game to create comfort with math

Solution:
Engaging game prototype with game design and developer documentations

MATHVENTURES

An art-forward educational math game for kids

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Let's help young minds gain confidence and comfort with math

Painting the Canvas of Innovation

Over the span of 7 months, our team of 5 redesigned an educational game aimed to foster a positive relationship with math among children aged 5 to 11 for our client Dr. Hill. 

While i had no experience in UX for kids, I had worked on designing kidswear :)

Excited, nervous yet optimistic. I was excited to embark on this new journey through a researcher's lens. I like to call it

" The chronicles of Math and Colors"

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The Prologue

Before deep diving into the project, i set out to understand the problem space, buried myself in research papers and assess if there is really a need for such an app.? Indeed, there was..

20% to 25% of kids experience at least some math anxiety, and it often lasts into adulthood.

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Did you know?

Why combine
Math and Play?

To comprehensively grasp the customer journey and enhance their user experience, our attention centered on a critical aspect.
 
Play-based learning can be beneficial for all students and offers various ways to learn and display mathematical knowledge.

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Lessons from the Prequel

Taking on the project from a previous team, the first thing we did was having meetings with the clients, parents and  UX experts from the previous team to gain insights into what worked vs what didn't work in version one. We found the game  included several elements that took away from the aim of the app being relaxing and did not include enough pause times often needed for retention in learning.

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Previous Design

Issues Identified

The Vision: Reframed

We spent a total of 2 weeks trying to establish the vision for the app with the client.  The goal became to redesign the app for flexibility, creativity, and positive engagement. More like Re-framed.. Get the pun ;)

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Bring back the Zen,
they said..
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How might we?

New aim - HMW _.png
Challenge accepted,
we said..
BEHIND THE SCENES

The Process

The overall process was a modified version of Google Venture Design Sprint methodology. We conducted 5 sprints, spaced across our 9 month timeline. We divided our project stages across the span of 2 weeks instead of the typical daily approach.

The Journey

Repeat

Our journey involved several twists or and turns but we made it and it makes for a great story :) Here's my attempt at summarizing 7 months of innovation and sometimes chaos, made for our client presentation. 

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THE
COVER  PAGE

Our Solution

Crafted with passion and pride, mixed with sweat and tears

 1. Artist Mode

A paint by number/ equation style game feature which includes:

  • Gallery of themed paintings to choose from with category filters.

  • Weekly challenges to keep users engaged

  • "Surprise Me" feature to generate a unique painting

  • Difficulty and operation options for varied learning levels.

For the creatively driven
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Interface
Artist's gallery
Game play

A progressive mode of game play aimed to challenge the users.

  • progressively increasing difficulty levels.

  • Operation based Islands

  • Tutorial island to help teach the game

  • Difficulty and operation options for varied learning levels.

  • Island Map that unlocks areas as you progress

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2. Adventure Islands

Tutorial island
Level based progression
For the goal driven

 3. My Room

For the reward driven

A paint by number/ equation style game feature which includes:

  • Earn rewards by completing levels

  • Cosmetic rewards with multiple choices

  • Customize 'Room' with earned rewards

  • Frame paintings completed in gallery

 Cosmetic Rewards
Customize your room
Frame completed paintings

How did we Get here?

We started off having little knowledge about designing for kids and little domain knowledge about the market for kids apps.

LEARNING THE PROBLEM SPACE

Burning questions I had-

What's out there in the market?

What are the standards for apps for young users?

What are the needs and wants of our users?

How do we conduct research fow and with kids?

As a research lead , how did I find answers around these?

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Research from previous team
Competitive & Market Analysis

Spoke to UX designer
analysed affinity notes
User testing results
Parental Feedback

Spoke to UX designer
analysed affinity notes
User testing results
Parental Feedback

Research papers, Edtech blogs

Spoke to UX designer
analysed affinity notes
User testing results
Parental Feedback

Expert Interviews

Spoke to UX designer
analysed affinity notes
User testing results
Parental Feedback

FINDINGS AND GUIDELINES CREATED

Based on my findings, I created a few guidelines for our team before we started our design and research phase, Which included principles, unique needs, preferences and best practices

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DESIGN,
PROTOTYPE,
TEST,
REFINE.

Based on expert guidelines of researching with kids, I found that testing with realistic prototypes was the best way to get authentic feeback and insights with kids. 

We began picking a design goal, creating lo-fi wireframes, voting on solutions, rapid prototyping and finally testing. We followed this process for each sprint.

Let the Design Chaos begin

DESIGN
Challenge
1

Prioritizing the main feature the client wanted, our first design goal was set.

How might we integrate a user-friendly paint-by-numbers mode into our existing app?

Ho might we make it engaging mode that provides freedom of choice to users?

I'm focusing on this key function as this where i played the major role

as-

Facilitator

Research lead

Prototyper

Birth of
ARTIST MODE
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Wireframes and Voting

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Creating a 4 screen Flow

The AIM

To provide choice in:

  • paintings

  • operations

  • difficulty

  • colors

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Hi-fidelity screens from existing style guide

Advanced prototyping on Figma

TESTING Session 1

TESTING
with kids, a new skill

We planned a testing session with the KidsTeam at UMD with 9 users ranging from the age 6-11 years. As the facilitator and researcher, I devised the session plan and led the session.

The Process
  1. Snacks first to break power dynamics

  2. Each session started with a “Question of the Day” to prompt thoughts about the day's content.

  3. Briefed kids about the game and asked them to act as experts

  4. Divided into smaller groups with adult supervisors per team to test the prototype and observe kids

  5. Methods like likes/dislikes/big ideas, and storyboarding were used to evaluate the design.

The Challeneges
  1. Peer Influence affected authenticity of insights during group exercises. Asking users "Why" helped mitigate this

  2. Had to take their grand and out-worldly ideas and pull out deeper meanings to form insights.

  3. Fell short of time compared to plan as sometimes kids got distracted and wanted to do other things instead. It was important to be patient and adaptable.

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The Learning

It was more productive to have kids explore the protoype on their own while we observed and occasionally asked them questions to understand the why's rather than follow a structured task list. They don't like to be forced!

Having a full functioning protoype prevented any restriction, allowing them to explore while we made notes on first clicks, moments of excitement and frustrations.

 

KEY ISSUES
Brought to light

Observation played a key role in gaining insights regarding the usability of the designs. Storyboard and reflection activities helped us gain qualitative insights

into what the kids truly think, want and feel.

Customization:

Users LOVED the idea of being able to choose paintings and colors of their choice,

However, the icons for operations were unclear for users.

Younger users wanted skip the difficulty controls screen and start the game.

Usability:

The double column, number palette was confusing for users  

Users were unable to figure out where to click first, the number or the canvas?

Layout of  interface and placement of functions was not intuitive for users

Copy:

The Terms "ARTIST MODE" and 90% of users clicked on it first as they opened the app.

 

The "Surprise Me" button was well liked by users as it generated curiosity. 

Users loved the idea of "themed color palettes" with labels like fall, winter

Learning:

Users did not try to solve a problem, due the highlight that showed up as a number was clicked.

The ease level of problems made it less affective for older kids.

Users expressed the need for help when they were stuck and couldnot solve the problem.

Improvements made after testing
Interactions

Removed Selection overlay when a number is selected.

Although it makes the game harder, it boosts learning and problem solving

Added feedback to make numbers disappear, reducing cognitive load and creating a sense of completion

Version 1
Without overlay
Layout

A/B tested versions to improve layout and move the color palette to the bottom and controls to the top right, with addition of a progress bar 

Version 1
Game Play
Mechanism

Changed the game play mechanism to

Click on a problem >

The the number

To match the mental model of solving math problems

Refined layout
Positive Reinforcement

Added interactive completion screens for greater feedback, improved sense of achievement and positive reinforcement

for kids

Hint Mechanism

Researched visual models and created visual representations of a problem and encourages asking for help when stuck on a problem.

Replay your paintinng
XP progress bar
Earn Rewards
Improved overall visual design to reduce cognitive load

Beyond Screens

My Role as a researcher has me create all visual models for the client with an aim to visually represent our research findings, journey maps and User Flows..

Our reserach and testing for multiple sessions helped me make valuables artifact that helped us form the guidelines for all  features of the game.
Design for endless
possibilities and exploration
Design for
low cognitive
abilities
Design for creative control
Design for engagement
Once the game mode was tested, i led the team to create a comprehensive journey map and emotion graph a user goes through when playing the game mode..which led to identifying problems we needed to address in version 2

The Outcome

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  • User-Centric Iteration: Incorporating key insights from kids during testing sessions, fostered a sense of acknowledgement and significantly enhanced their engagement through each sprint.

  • Stakeholder Satisfaction: Stakeholders were beyond moved by the visual and functional quality of the product and the data driven process that we followed.

  • Seamless Handoff: Successfully delivered a high fidelity prototype of the game to our client, along with a comprehensive design system, documentations as well as pitch decks for marketing.

My Learnings

This was my first time conducting user research and testing with kids. I learned of the challanges in devising creative research techniques for kids
as well as the importance of adhering to development and cognitive needs of kids and ensuring the designs are ethical, educational, learningful yet fun.

Thank you for Reading:)

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