Role
User Research, UI Designer, Visual Design, Branding & Interaction Protoyping.
Duration
4 Weeks | 80 Hours
Tools Used
Figma, FigJam, Photoshop, Illustrator, Zoom, Discord, Canva.
Team
Conceptual student project
User Research, UI Designer, Visual Design, Branding & Interaction Protoyping.
4 Weeks | 80 Hours
Figma, FigJam, Photoshop, Illustrator, Zoom, Discord, Canva.
Conceptual student project
Helen Dodd, Professor of Child Psychology at University of Exeter
Caregivers are facing a screen epidemic, the pressure to provide activities outside of the home to avoid the use of screens in leisure time is unrelenting. We had a theory that platforms for children's activities are dated, with club websites being poorly designed and difficult to use, often resulting in missed opportunities. With a lack of accessible activities, parents defer to devices as babysitters. Ultimately we wanted to determine if a centralized hub for streamlining this information would be a useful tool for caregivers, and would encourage more engagement for children outside of the home.
We compared 3 other platforms commonly used to find and schedule classes and activities. Outschool, MeetUp, and Eventbrite were chosen. However, it was very challenging to find a platform that catered solely to Children’s activities, Outschool being the only one, and Outschool’s activities are all online classes. The only real sources for aggregating this information tend to come from social media like Facebook groups and instagram. This was confirmation in itself that there is a gap in the marketplace.
Based our our interview subjects, we created three personas with varying parenting styles, demographics, economical backgrounds, and available resources. Using the personas we were able to visualize the pain points and needs with some simple storyboards, and to get an idea of how a product might solve their problems.
After defining the problem, we began sketching the information architecture, with LowFi Wireframes, plotting task Flows, and conducting a card sort we were able to start understanding the journeys a user might take, and the product began taking shape.
Using Figma we built high fidelity wireframes, and added prototype functionality to bring the platform to life in preparation for usability testing.
3 User Journeys were designed for testing, and 5 test subjects were observed and recorded via zoom. The 3 task flows were to sign up and create an account, search and find a club, add to favorites, and register for a drop in class.