
Background
Challenges
My Role in the Group Project
Timeline
In 2020, a global pandemic forced people to work, study, and socialize online. However, children aged 6-12 often lacked personal electronic devices due to parents' concerns about internet addiction and external dangers.
How might we use new technology to create a healthy, safe & fun way
for the 6-12 youth group to socialize online?
User Research, Ideation, Information Structure, Low-fi, High-fi
Aug 2020 - Oct 2020 (3 mos)
Desktop Research
After preliminary desktop research on 6-12-year-olds, we found that as the only child generation, they are lonely and have strong social demands and a wide range of entertainment scenarios.


User Research
We initially conducted interviews for a basic understanding of user needs and the current situation, formulating hypotheses.
We then confirmed these hypotheses through a survey, distributing 350 questionnaires and receiving 303 valid responses.
The validated hypotheses are:
Children's assumptions
1. May play games on the pretext of studying and contacting friends
2. Feel not being understood when communicating with parents
3. Want good conversation between them and parents
Parents' assumptions
1. Want their children to socialize safely and smoothly
2. Don’t want the children to be addicted to games
3. Worried about children socializing with strangers and want supervision
4. Worried about children when going on business trips or working overtime, want to contact them directly
User Interview & User Journey Map
Based on desktop research and user research, we came up with 3 typical user portraits:
-
Tiger mom family (Family 1)
-
Daughter slave family and (Family 2)
-
Semi-left-behind family (Family 3)
Based on the character portraits and user journey maps, we derived the characteristics and behavioral habits of children and parents in each type of families using electronic device for socialization.

Pain Points
-
Children aren’t disciplined when using electronic devices
-
Trust issues between children and parents
-
Parents are worried about their child meeting strangers or seeing bad information online
-
It’s not convenient that the child needs to borrow their parent's devices to social every time
-
Left-behind children may feel unfamiliar with their parents
-
Parents not around their children don’t know them well
Product Concept

Information Structure

Touch Point
We designed a tablet with a convertible camera for children and an APP for parents.
The convertible camera on the front of the tablet can be used to scan the work on the desk when children using KidTopia to call.
This function is especially useful when it comes to teamwork and discussing homework.
It can also be used to scan the artwork and upload it to “My Space”.


Parents can use the APP to track children’s activities and know their real-time status and location to make sure of their safety.

Final Design
Introduction, Registration, and Log in

Welcome page
hardware introduction
Parents register on the APP and log in on the tablet for children
Fill in children's name and age
Parents add contacts for children
Vitural Image and AR chat

Set up the face of the virtual image
Set up the dress and decorations of the virtual image
AR chat
Assignment Discussion Call and "My Space"

Initiate a call
Use the convertible camera on the front of the tablet to scan homework and discuss in real-time
The activities of children will be recorded and shown in statistics
Children can also scan their artwork to upload to “My Space”
Phone APP: Parental Supervision

Parents supervise children’s activities on the tablet
Parents track the location and status of children
Parents calling children
Parents see children’s artwork in their space
Impact
Using 5G technology, we introduced KidTopia, a unique and safe social platform for 6-12-year-olds. It addresses the loneliness of only children, especially during the pandemic, and balances parental worries about safety and addiction with children's desire for independence and social interaction.
While we focused on the physical health aspects of electronic device use, future enhancements could include features supporting mental and emotional well-being and more activities that foster understanding and empathy between parents and children.