Kiko

Scope
Product Design, UX/UI, User Research, UX/UI Design, Product Thinking, Branding, Bachelor Thesis

Year
2022 (12 Week Timeline)

KIKO is an interactive app paired with a toy companion that teaches children meditation and mindfulness techniques, helping them adapt emotional regulation skills and positive thinking.

DESIGN CHALLENGE

How can I build a product that improves children's emotional regulation skills in an engaging and impactful way?

The Problem

Emotionally neglected children grow up to experience a variety of challenges, including depressive moods and prolonged internalizing behaviours. With the rate of mood disorders increasing in children and adolescents, prevention science research suggests that where child development is faster in the first five years, children require more support in their social experiences to progress towards developing emotional intelligence abilities.

The Solution
The Product

KIKO is an interactive app paired with a toy companion that teaches children meditation and mindfulness techniques, helping them adapt emotional regulation skills and positive thinking. This product utilizes a tangible familiar object to engage children ages 3-12 to express and cope with their emotions in an unintimidating and accessible way.

Product Goals
  1. Simplify the complexities of meditation in a way that children understand and enjoy
  2. Personalized and customized experience for children with different learning styles
  3. Help strengthen relationships between parents and children and improve the quality of family life
PHASE 01
Initial Research
To gain better insight of the current problem, research was conducted in the form of a Literature Review, Benchmark Analysis, PACT Analysis, and User Personas.

Literature Review

To initiate my project, I conducted thorough secondary research for 2-3 weeks in the form of a Literature Review. My overarching research question I explored was: how does social emotional learning impact children’s mental health?

Key Findings
  • When children are taught to express and manage their emotions, they are more likely to experience positive moods, less likely to internalize problems
  • Successful methods for developing emotional awareness (i.e. mood meter and interactive reading)
  • Methods for emotion management (i.e. positive self-talk, empathetic listening, and meditation)
  • Importance of parental involvement
  • Barriers in adapting social emotional skills (different learning abilities)

Competitive Research

Benchmark Analysis

I later evaluated the current market of similar children’s social emotional learning applications using the Benchmark Analysis. Based on the research, I found that there was no app that offered meditation techniques catered towards children with specific needs and learning styles. Current meditation apps offer no visual aid and are often overcomplicated for young beginners. There is also an opportunity for more tangible products as it is an effective mode of learning for children.

Revisiting the Problem

PACT Analysis

I also conducted a brief PACT Analysis which helped me understand the various contexts of the problem. For example, what information would my app need for it to cater to children with different learning styles / abilities? Will the app require parental guidance and to what extent?

Understanding the Audience

User Personas

I conducted four user personas based on the four different learning styles. This helped identify my target audience and what their possible needs and pain points are and any opportunities for improvement.

PHASE 02
Conceptual Design
The conceptual design phase involved bringing ideas to life and developing user flows and mid-fidelity wireframes to depict the overall functionality of the app.

Ideation

System Map & User Scenarios

The System Map was created to show the various paths a user will take in the application to complete tasks.  User Scenarios were then developed based on the user personas to further clarify the goals of potential users and assess whether or not the app achieves them.

Mid Fidelity Wireframes

I began sketching the core features and designing mid-fidelity wireframes and conducted usability testing amongst my peers to assess whether or not the app was intuitive and receive feedback on particular pain points.

PHASE 03
Final Design
The final deliverables for this project consists of high fidelity interactive prototype on Figma.
View the Prototype
INTRODUCTION
Personalized Onboarding

KIKO offers a personalized and customized experience for children with different learning styles and needs.

TODAY’S ROUTINE
Need some guidance? Start with a curated routine

Kiko provides a curated routine with meditations and sounds catered to your little one! Personalize KIKO further by adding or removing items from your routine or adding to your favourites.

BROWSE MEDITATIONS
Looking for something specific?

Browse and search through a diverse variety of meditations.

FOCUS SESSION
Have trouble focusing?

KIKO has a selection of visual meditations that promote relaxation.

MOVE SESSION
Need help managing excess energy?

Browse through a variety of interactive yoga and physical meditations.

GRATITUDE SESSION
Help your little one build confidence

Promote self-reflection and self-confidence with gratitude meditations.

BROWSING SOUNDS
Engaging stories and music that promote social emotional wellness

KIKO provides a library of interactive children’s stories and calming music

REFLECTION
Concluding Thoughts
Managing design constraints

One of the design limitations when developing this project was the lack of access to user research and user testing. Unfortunately, creating this project under my Thesis course did not allow for research involving participants outside the classroom. However, understanding these design constraints early on in the project encouraged me to be more strategic and resourceful in my design processes. For instance, as an alternative to user interviews, I took advantage of platforms such as Reddit, where people connect and share genuine stories and experiences, discussing and collaborating anonymously. This became a great resource for me to understand the personal experiences of my targeted users, using this information to better understand the design problem at hand.

When it came to user testing, I learned to take advantage of group critiques within the classroom as a resource for insightful feedback. Although my classmates weren’t my targeted audience, many of them had experiences relevant to my project. For instance, a student had experience babysitting a child with sensory overload, offering insight surrounding their different challenges and needs. Many classmates also used their own personal childhood experiences to provide feedback, which allowed me to see the different ways they were introduced to social emotional learning.

Overall, understanding and managing design constraints early on in the project definitely taught me to become more strategic, resourceful, and creative in my design research processes.