RoboKids

Encouraging kids to pursue science through interactive electronics

RoboKids is an interactive electronics e-commerce site which targets kids. The site offers intuitive products that can easily be assembled using interactive tutorials. The products use open-source microcontrollers, sensors, motors, and other electronic devices. The tools enable kids to build robots. Our goal is to nurture creative and innovative mind.

RoboKids Thumbnail

Quick Glimpse

Crafting Impactful User Experiences

My Role and Team Composition

I collaborated with stakeholders including UX researchers and designers, an information architect, and UX writers. My role encompassed UX research, UX design, and visual and interaction design. To achieve our objectives, I utilized tools such as Figma, Principle, Quip, OptimalWorkshop, UserTesting, and Adobe Photoshop.

Opportunity Space

  • By 2019, there will be a requirement for 1.9 million STEM-educated professionals in the US. However, approximately 40 percent of students who initially intend to major in STEM fields end up switching to other subjects (Mandlabs).
  • Among the 50 million employed college graduates aged 25 to 64 in 2019, 37% held a bachelor's degree in science or engineering, but only 14% worked in a STEM occupation (United States Census Bureau).

Today, the number of students pursuing STEM fields is increasing, yet the demand for roles requiring STEM expertise continues to grow at a rate that exceeds the current workforce capacity. Encouraging children to develop a passion for STEM disciplines early on is one way to address this issue.

Puzzle Pieces

Navigating Design Challenges

Challenge

How can curated interactive projects motivate kids to develop a passion for science and enhance their creativity?

Design Process

RoboKids Design Process

Insight Expedition

Mapping the User Landscape

Competitive Analysis

Most electronic hardware e-commerce sites offer excellent customer service, comprehensive device specification documentation, a diverse range of products, and various product categories. However, they lack a dedicated category and curated content specifically for kids. To address this, I conducted comparative and UI trap analysis.

Competitor Site UI Trap Analysis

UI Trap

Competitor Key Feature Evaluation

Comparative Analysis

User Research

I conducted four 45-minute semi-structured interviews with kids aged 10-15 who had little to moderate exposure to customizable electronics. During these interviews, I asked questions to understand their behavior, current experiences with similar products, and to identify their pain points.

Research Objectives

  • Investigate kids' interests and preferred activities to encourage engagement with customizable microcontroller-enabled toys.
  • Understand the appeal of robots and how it can be leveraged to enhance interest in programmable toys.
  • Identify factors that captivate or discourage kids when playing with microcontroller-enabled toys.
  • Discover their aspirations and ideas for future customizable microcontroller-enabled toys.

Research Insight

Behavioral Insight: Kids highly value entertainment shows and prefer robotic artifacts that resemble their favorite characters or items from movies. This preference significantly influences their choices in color and shape.

  • 4/4 kids said they would be happy to own a robot modeled after their favorite movie characters.
  • 3/4 kids spend their leisure time watching their favorite superhero movies.
  • 2/4 kids choose their favorite colors based on shows and movies they enjoy.

Product Reaction Insight: Kids need interactive instructional manuals that align with their mental model when assembling robots and DIY items. What makes assembling pieces together easy for you and why?

  • “Very clear instructional manual that shows me the steps through pictures.”
  • “Finding the right piece and finding the right color is the hardest part.”

Product Opportunity Insight: Kids need items that boost their imaginative and creative thinking. What do you like about building your own toys?

  • “It helps me to use my imagination.”
  • “I like it because you have to build it yourself and it’s fun to see how things work.”

Research with Minors Challenges

Conducting effective research with minors presents unique challenges compared to adult participants. It requires meticulous planning and execution. Each question had to be customized, and I frequently used pictorial stimulants instead of verbal communication. Additionally, I had to incorporate playfulness into the conversation to engage the children effectively.

Design Principles

Based on the major insights from the research, I formulated four guidelines that guided the design process

  1. Create products that captivate kids and foster a deeper connection.
  2. Provide comprehensive product support information.
  3. Design versatile products with multiple purposes and applications.
  4. Prioritize child-friendly design for all artifacts.

User Flow

Given the project's scope and time constraints, I decided to prioritize the following key experiences, as they encompass many user touchpoints: Onboarding, Discovery, Transaction, and Customer Support.

Onborading

Information Architecture

I developed an initial item categorization and conducted a card sorting activity with fourteen participants. This activity provided insights into the optimal site structure and allowed me to incorporate new items into the categories as needed.

Card Sorting

Site Map

Site map

Annotated Wireframe

Home
Category
Product Detail
Product Support

Prototype

Onboarding

Product Discovery

Shopping

User Support

Usability Test

I conducted a remote usability test using UserTesting with four participants who either have young children/siblings/relatives, often purchase items for kids, or aim to encourage children to pursue science.

Objectives

  • Assess how customers navigate the Home, Product, Product Detail, and Product Support pages.
  • Identify customers' pain points and expectations regarding the mobile app.
  • Understand customers' needs and expectations when discovering products.
  • Validate rapid design concepts with limited data support.

Usability Insights

Onboarding: The initial page did not prompt users to start the sign-in/sign-up process immediately.

  • “Usually, there would be two separate buttons for creating an account or logging in. It should be more clear-cut, like 'Sign In' or 'Create Account'.”
  • “From there, it should be either sign in or create account, or just sign in, and then we click sign in.”

Discovery: Users prefer to navigate to the featured and category pages to discover products.

  • “…so the featured must not be set up as obviously that would show different images, different things that I could click on others.
  • “I think I would go to category because I would think that the categories would be divided by type.”

Product Detail: Users require information on customizable items.

  • “I see that it looks like it might just be showing me more than one color, but I don't know if that uno mega and nano, I don't know if that is talking about different products or like different character products or talking to different colors
  • “…I don't know what any of that means.”

Product Support: Users prefer to see video tutorials instead of images.

  • “Um, I don't know if there's going to be a video with it that would be very helpful.”
  • “I'm assuming there are some videos attached with step-by-step instructions instead.”

Transaction: Users prioritize knowing the estimated delivery date.

  • “So the only thing I would say that's confusing to me is I would like some sort of estimation of when I could expect to get this item"

Transaction: Users want to see what kinds of payment methods are accepted.

  • “You know, the pricing, the delivery, the taxes were a little confusing. This prototype does not exactly show you what types of payment are accepted with this website.”

Areas for Improvement with More Time

  • Refine the design based on insights gathered from user testing.
  • Integrate and iterate on features further, considering edge cases.
  • Design for other screen sizes.

Summary

This project has been a transformative journey for me. Initially, I had preconceived expectations that were continuously challenged as the project unfolded. It became clear to me that design interventions are not just about addressing current issues but also have the potential to shape the way future generations interact with technology and products. Throughout this experience, I developed skills in leading comprehensive UX processes, fostering effective collaboration, and rapidly iterating designs based on user feedback. The most valuable takeaway has been the deep understanding I gained in designing products that cater specifically to children, considering their unique needs and preferences.