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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.

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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.

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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

Demand Classification

Based on user interviews and journey maps, we identified each family's pain points and grouped them into a central circle representing the most common issues. We identified nine key needs, categorizing them by frequency for children and parents.

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High-Frequency Needs of Children

1. Need own electronic devices and social accounts to directly contact friends and parents online
2. A fun way to socialize

3. Build trust between them and their parents

High-Frequency Needs of Parents

1. Make sure children are socializing safely
2. Keep Children from being addicted to electronic devices

3.Know children well even they are not around

Insights & How Might We

From the high-frequency needs of children and parents, we gain insights and see from different angles to meet these needs.

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Product Concept

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Information Structure

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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”.

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

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Final Design

Introduction, Registration, and Log in

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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

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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"

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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

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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.

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