CuriosIT

Gamified learning tools for an enriched educational experience.

· Project Goal: To revolutionise educational tools by creating a gamified learning platform tailored for children. · My Role: UX/UI Designer focused on discovery and designing engaging, child-friendly interfaces and user journeys. · Impact: Significantly improved user engagement, making learning more enjoyable and effective for young users.

· Project Goal: To revolutionise educational tools by creating a gamified learning platform tailored for children. · My Role: UX/UI Designer focused on discovery and designing engaging, child-friendly interfaces and user journeys. · Impact: Significantly improved user engagement, making learning more enjoyable and effective for young users.

Company

Technomatic Academy

My Role

Product Designer Visual Designer UI/UX Designer

Product Designer Visual Designer UI/UX Designer

Industry

Education

Date

April 2024

· Initial stakeholder meetings and interviews with teachers, parents, and children shaped our user journey mapping. Their insights revealed crucial pain points and needs, emphasising the importance of age appropriate content and interactive elements for maintaining children's motivation. These findings drove our iterative app development process. · Insights from interviews were organized through Affinity Mapping, leading to 'Point of View' and 'How Might We' statements that guided our product features and user journeys. · Engagement: POV: "Children need learning activities that feel like games because they lose interest in traditional learning approaches." HMW: "How might we design learning activities that are as engaging as games while ensuring educational value?" · Usability: POV: "All users need a simple and intuitive platform because complex tools can discourage consistent use." HMW: "How might we ensure the platform is easy for all user groups, regardless of their technical skills?" · Trust: POV: "Parents and teachers need visibility into their child's learning progress because they want to support their education but often feel left out of the process." HMW: "How might we give parents and teachers clear insights into their child's progress in an accessible way?"

· Initial stakeholder meetings and interviews with teachers, parents, and children shaped our user journey mapping. Their insights revealed crucial pain points and needs, emphasising the importance of age appropriate content and interactive elements for maintaining children's motivation. These findings drove our iterative app development process. · Insights from interviews were organized through Affinity Mapping, leading to 'Point of View' and 'How Might We' statements that guided our product features and user journeys. · Engagement: POV: "Children need learning activities that feel like games because they lose interest in traditional learning approaches." HMW: "How might we design learning activities that are as engaging as games while ensuring educational value?" · Usability: POV: "All users need a simple and intuitive platform because complex tools can discourage consistent use." HMW: "How might we ensure the platform is easy for all user groups, regardless of their technical skills?" · Trust: POV: "Parents and teachers need visibility into their child's learning progress because they want to support their education but often feel left out of the process." HMW: "How might we give parents and teachers clear insights into their child's progress in an accessible way?"

· Initial stakeholder meetings and interviews with teachers, parents, and children shaped our user journey mapping. Their insights revealed crucial pain points and needs, emphasising the importance of age appropriate content and interactive elements for maintaining children's motivation. These findings drove our iterative app development process. · Insights from interviews were organized through Affinity Mapping, leading to 'Point of View' and 'How Might We' statements that guided our product features and user journeys. · Engagement: POV: "Children need learning activities that feel like games because they lose interest in traditional learning approaches." HMW: "How might we design learning activities that are as engaging as games while ensuring educational value?" · Usability: POV: "All users need a simple and intuitive platform because complex tools can discourage consistent use." HMW: "How might we ensure the platform is easy for all user groups, regardless of their technical skills?" · Trust: POV: "Parents and teachers need visibility into their child's learning progress because they want to support their education but often feel left out of the process." HMW: "How might we give parents and teachers clear insights into their child's progress in an accessible way?"

· Users earn experience points and level up subjects through games and quizzes, making learning both engaging and rewarding. · Drawing inspiration from social media's 'swipe-up' features and educational platforms, the design transforms learning into an engaging, game based journey. · Teachers and students connect through integrated chat features, creating a familiar social media inspired environment. · Quiz sections and interactive games flow naturally from reels style educational videos. · Familiar interface patterns encourage active participation while enhancing the learning process. · The brand balances utility with fun through clean layouts and dynamic, colorful components, appealing to children while remaining practical for teachers and parents.

· Users earn experience points and level up subjects through games and quizzes, making learning both engaging and rewarding. · Drawing inspiration from social media's 'swipe-up' features and educational platforms, the design transforms learning into an engaging, game based journey. · Teachers and students connect through integrated chat features, creating a familiar social media inspired environment. · Quiz sections and interactive games flow naturally from reels style educational videos. · Familiar interface patterns encourage active participation while enhancing the learning process. · The brand balances utility with fun through clean layouts and dynamic, colorful components, appealing to children while remaining practical for teachers and parents.

· Users earn experience points and level up subjects through games and quizzes, making learning both engaging and rewarding. · Drawing inspiration from social media's 'swipe-up' features and educational platforms, the design transforms learning into an engaging, game based journey. · Teachers and students connect through integrated chat features, creating a familiar social media inspired environment. · Quiz sections and interactive games flow naturally from reels style educational videos. · Familiar interface patterns encourage active participation while enhancing the learning process. · The brand balances utility with fun through clean layouts and dynamic, colorful components, appealing to children while remaining practical for teachers and parents.

· We created and tested an interactive prototype to validate features and identify areas for improvement through iteration (see top of page). · Experience CuriosIT yourself through the prototype link above and discover how we transform learning into an engaging adventure. · Transform your child's screen time with CuriosIT, where educational content becomes an enriching journey that's genuinely fun.

· We created and tested an interactive prototype to validate features and identify areas for improvement through iteration (see top of page). · Experience CuriosIT yourself through the prototype link above and discover how we transform learning into an engaging adventure. · Transform your child's screen time with CuriosIT, where educational content becomes an enriching journey that's genuinely fun.

Get in touch today to discuss how I can help you unlock your products 2.0! Let’s get on a call and make it happen with intuitive and impactful design solutions.

Get in touch today to discuss how I can help you unlock your products 2.0! Let’s get on a call and make it happen with intuitive and impactful design solutions.

Get in touch today to discuss how I can help you unlock your products 2.0! Let’s get on a call and make it happen with intuitive and impactful design solutions.

Get in touch today to discuss how I can help you unlock your products 2.0! Let’s get on a call and make it happen with intuitive and impactful design solutions.

Get in touch today to discuss how I can help you unlock your products 2.0! Let’s get on a call and make it happen with intuitive and impactful design solutions.