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. · Design cycle: Empathise, Define, Ideate, Prototype, Test, Iterate. · 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. · Design cycle: Empathise, Define, Ideate, Prototype, Test, Iterate. · 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

· Began with an initial meeting with stakeholders, plus interviews with teachers, parents and their children, which were key in developing this user journey map. Insights from these sessions identified the wants, needs and frustrations (pain points), which directly shaped the journey. The findings also highlighted the importance of age-appropriate, engaging content and interactive elements to keep children motivated, leading to necessary iterations of the app. · Interview findings were synthesised via Affinity Mapping into 'Point Of View' and 'How Might We' statements, to so aid with identifying Product Features and User journies. · 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?"

· Began with an initial meeting with stakeholders, plus interviews with teachers, parents and their children, which were key in developing this user journey map. Insights from these sessions identified the wants, needs and frustrations (pain points), which directly shaped the journey. The findings also highlighted the importance of age-appropriate, engaging content and interactive elements to keep children motivated, leading to necessary iterations of the app. · Interview findings were synthesised via Affinity Mapping into 'Point Of View' and 'How Might We' statements, to so aid with identifying Product Features and User journies. · 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?"

· Began with an initial meeting with stakeholders, plus interviews with teachers, parents and their children, which were key in developing this user journey map. Insights from these sessions identified the wants, needs and frustrations (pain points), which directly shaped the journey. The findings also highlighted the importance of age-appropriate, engaging content and interactive elements to keep children motivated, leading to necessary iterations of the app. · Interview findings were synthesised via Affinity Mapping into 'Point Of View' and 'How Might We' statements, to so aid with identifying Product Features and User journies. · 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?"

· As users complete games and quizzes, they earn experience points and level up subjects, enhancing engagement and providing a sense of accomplishment in the learning process. · My solution was inspired by 'swipe-up' style social platforms and educational programmes, using engaging design patterns to transform learning into a fun and gamified adventure. · Integrated chat functionality facilitates seamless interaction between school teachers and children, fostering a familiar social media-like experience. · Reels-style videos seamlessly link to a quiz section featuring trivia-styled questions and interactive games. · The design approach not only enhances the learning experience but also encourages active participation through familiar and engaging interfaces. · Branding has focused on being clean for utility, but fun, colourful dynamically changing components, especially on the subjects and levels to appeal to kids, but stay practical for teachers and parents to utilise.

· As users complete games and quizzes, they earn experience points and level up subjects, enhancing engagement and providing a sense of accomplishment in the learning process. · My solution was inspired by 'swipe-up' style social platforms and educational programmes, using engaging design patterns to transform learning into a fun and gamified adventure. · Integrated chat functionality facilitates seamless interaction between school teachers and children, fostering a familiar social media-like experience. · Reels-style videos seamlessly link to a quiz section featuring trivia-styled questions and interactive games. · The design approach not only enhances the learning experience but also encourages active participation through familiar and engaging interfaces. · Branding has focused on being clean for utility, but fun, colourful dynamically changing components, especially on the subjects and levels to appeal to kids, but stay practical for teachers and parents to utilise.

· As users complete games and quizzes, they earn experience points and level up subjects, enhancing engagement and providing a sense of accomplishment in the learning process. · My solution was inspired by 'swipe-up' style social platforms and educational programmes, using engaging design patterns to transform learning into a fun and gamified adventure. · Integrated chat functionality facilitates seamless interaction between school teachers and children, fostering a familiar social media-like experience. · Reels-style videos seamlessly link to a quiz section featuring trivia-styled questions and interactive games. · The design approach not only enhances the learning experience but also encourages active participation through familiar and engaging interfaces. · Branding has focused on being clean for utility, but fun, colourful dynamically changing components, especially on the subjects and levels to appeal to kids, but stay practical for teachers and parents to utilise.

· A prototype was created to test the designs so as to validate features and allow for iteration of anything that was discovered to benefit from improvements. · Try this prototype for yourself via the blue link at the top of this page, and see how CuriosIT turns learning into an engaging and playful experience. · Join us in revolutionising education with CuriosIT. Say goodbye to mindless scrolling and hello to an enriching journey where children can thrive while having 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.