UNICEF aimed to boost STEM career awareness among 10-13-year-olds in developing nations. Our team from California College of the Arts partnered with them specifically for Biotechnology.
I led User Research, Visual Design and Usability Testing sessions
Designers (Team of 4 with different responsibilities), 2 Senior Advisors from UNICEF
3.5 million RUTF cardboard boxes circulated by UNICEF in the world. There is an opportunity here to recycle these boxes into relevant and fun toys.
I defined a clean design language to make the complex content easily consummable by the kids.
To get started with, we created a card game for children which would introduce them to different topics in biotechnology.
Why card game?
To ensure that the solution is accessible even to the kids in developing countries who do not have access to any gadgets.
Game Play 1
Thoughtful Design
The design of each card involved considerable thought and inspiration drawn from our research findings. The illustrations metaphorically depict the content underneath, since metaphors facilitate easier learning in children.
Additionally, we repeatedly refined the content to ensure its simplicity, enabling children to understand and absorb it with ease.
Game Play 2
Onboarding flow
Collected minimal information, recognizing the sensitivity of data concerning a global child demographic.
Opted for a web app to ensure universal accessibility and ease of use.
Homepage Design
The web application serves as an extension of the card game, ensuring design uniformity.Increased complexity as the level increases.
Content meticulously curated and finalized in collaboration with Biotechnology experts.
Swipe to learn
Adopted a swipe functionality for intuitive card navigation, enhancing the user experience.
Leveraging cards to explore various topics not only ensures consistency with the original card game but also amplifies the fun quotient.
Employed illustrations to break down and present complex topics, making them more engaging and digestible for learners.
Quiz
A child compared our app's engagement to Duolingo's streak system, underscoring the need for daily motivation.Research showed that small rewards boost children's commitment.
Consequently, we introduced a point system and leaderboard to enhance user engagement.
Along with a team mate, I conducted a Stakeholder Analysis with representatives from UNICEF to better understand our audience and find a direction in our Design journey.
Following a comprehensive stakeholder analysis and consultations with UNICEF, we identified children aged 10-13 as our primary audience. This decision is grounded in the understanding that this age group is most receptive to learning new Science concepts.
During the user research phase of the project, my primary responsibility centered on the crucial task of recruiting children from diverse cultural backgrounds, specifically from Bahrain, Myanmar, India, Brazil, and Thailand.
We conducted interviews and co-design activities to keep children engaged during the interview.
I played a pivotal role in synthesizing data from our user interviews.
My approach involved forming themes from the user quotes that the team collected from the interviews, and forming insight statements from the themes. This led to creating specific "How Might We" statements, that helped us set a direction to our next steps.
Sketching out different ideas before jumping into the solution helped in diverging our thinking.
We tested our prototypes with 40+ children
Lessons learnt:
1. We need more number of cards. Currently we have 4 sets. We at least need 8 sets.
2. We need to make sure to indicate clearly that the cards could be cut.
3. Children could relate more with the drawings that have a character/human in themWe might need to use color for illustrations.
4. We need to find new ways of playing the cards such that the game itself includes reading out the topics.
The good side we discovered about our solution:
1. Children are naturally discussing about the content in the cards.
2. The cards are easily adaptable and can be designed in different languages.
3. No formal education is required to play the games.Easy to understand the game play
In the prototyping phase, I focused on developing the web components while also contributing to the main concept of the card game. My role was crucial in ensuring functionality and user engagement.
This approach allowed us to refine our designs dynamically, ensuring they met user needs and project goals effectively.
Here are two concepts that initially FAILED!
Augmented Reality game
One of our initial solutions was to build an interactive experience in Augmented Reality for children.
This concept was rejected by UNICEF due to technical limitations. This solution besides being hard to develop, would not be accessible to many children who do not have access to smartphones.
FAILED PROTOTYPE
Digital Library
While the digital library was an easy to build concept, the problem about accessibility still remains unchanged. So we changed our strategy to design a solution that is accessible to more children and then revisit this idea.
FAILED PROTOTYPE
Defining constraints
Before proceeding with further concepts, we took a moment to discuss the constraints of our solution with UNICEF team to have a clear direction.