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Give & Grow

Gamifying the Toy Exchange Experience

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This project was a class group project done for Information Architecture course at University of Texas at Austin.

Give & Grow is an app that promotes sustainability and child development by facilitating the exchange of used children's products and incorporating gamification and educational content. It also encourages environmental conservation through donations and the use of second-hand toys.

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Project Overview

Project Duration

Jan - Mar 2023    |    3 months

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Role

I collaborated with three other UX designers on the project's Generative research, product strategy, Lo-fi sketches, Prototyping and Visual design

Team

Team of 4 UX Designers

Problem Definition

There are 24 billion kids globally between the ages of 0 to 14.

 

Parents end up buying a lot of items for their kids such as toys, furniture, clothes, and educational activities as they are consistently looking to help their kids grow their functional and educational skills.

 

As these kids grow up, kids' items are discarded, leading to a lot of waste of resources and causing a negative impact on the environment.

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" How might we design a marketplace app that not only facilitates the seamless exchange of children's products but also empowers parents to engage their children in the sharing process, fostering the development of socio-emotional skills?"

Usage Research

We conducted usage research to understand how parents buy, sell or exchange used children’s products and how do their children feel about the process?

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6

Users Interviewed

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Interview Moderator

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User Types: Should have at least 1 child​

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Note Takers

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Usage Settings: Use both online and offline methods to purchas

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Cities

User Personas

After conducting research, we derived that parents usually involve children in making decisions to give away old and used clothes and toys . Thus, we finally narrowed our user types to two different categories 

 

Parent using the app to buy and sell products     

Children will play games, learn values and gain reward points

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Information Architecture

The process of designing the information architecture for our educational app began with extensive user research, which informed our decisions at every step. We conducted affinity mapping sessions to organize user insights into key themes and pain points. Card sorting exercises helped us categorize and prioritize content, ensuring it aligns with user goals. Finally, we created the information architecture by defining primary navigation elements, content categories, and user flows, all of which underwent iterative testing and refinement based on user feedback to ensure a user-friendly and intuitive structure.

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Observations to Insights- User research synthesis

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Affinity Mapping

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Open card sorting

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Information Architecture

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Scenarios & Designs

User Scenario 01

Goal: Upload a product to the marketplace

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Natasha, a parent, wants to list her child's unused toy for sale in the marketplace to clear some space and earn extra money.

Steps

  1. User navigates to the marketplace section.

  2. Views available items.

  3. Clicks "Contribute" or "Sell."

  4. Fills item details and uploads images.

  5. System checks image quality using AI.

  6. Receives confirmation on successful upload.

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User Scenario 02

Goal: Customizing Educational Content for kids and Managing Wishlist

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Natasha, a parent, wants to personalize her child's learning and manage the wishlist for potential marketplace purchases.

Steps

  1. Natasha logs into the parent account.

  2. She adds educational items from the marketplace to the wishlist.

  3. A notification badge appears on the ChildZone icon.

  4. Natasha selects values and skills for her child's learning.

  5. She chooses educational content aligned with the selected values.

  6. Emily, the child, engages with the content in ChildZone.

  7. Emily earns progress points and unlocks the virtual mall.

  8. Emily selects virtual items as rewards for her progress.

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User Scenario 03

Goal: Earning Values, Progress Points, and Unlocking the Marketplace

Emily, a child using the app, wants to watch educational videos and play games to earn values and unlock the marketplace to view her reward points.

Steps

  1. Emily opens ChildZone in the app.

  2. She watches educational videos and answers related quizzes.

  3. Emily plays educational games, earning progress points.

  4. Accumulating enough points, she unlocks the marketplace.

  5. Emily enters the marketplace to view her rewards and make selections based on her progress.

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Styleguide

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Usability Testing And Insights

Once our high-fidelity prototypes were built, we used usertesting.com as a medium to test our prototypes.  

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We did 9 usability tests for the built prototype over usertesting.com where the testing audience was filtered based on the audience being parents of children between the ages of 3 to 8 who own a smartphone and could record themselves.

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After 9 rounds of testing, the team took cumulative insights by observing the audience’s expressions, the screen, and how they interact with the application, and taking the comments received from each of the questions. We did 3 rounds of testing, drew insights and iterated the prototype at each stage.

Few Key Insights

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Unable to identity the +(add) button

Unable to identify the wishlist ( heart ) icon

Confusion in color for path finished in rewards

Users were unable to understand and observe the toggle icon to switch between the parent view to the child view

The mall getting unlocked was not observed by the users 

Users get confused about what a child needs to do once the mall is unlocked

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Learnings And Future Recommendations

Safety 

Creating a safe exchange experience is essentials in this domain

Perspectives of Children

Researching with children can provide better insights in designing the experience

Values

Considering emotional experiences of the users brings value to the product differentiating the product in a generic transactional market

Device flexibility

Ipad version should be explore for child as children mostly used iPads.

User Delight

 Adding Micro interactions, sound & reduce data will make it more interesting for children

Gamification system

 Strategizing a proper rewards, points and value system that is easy for users to understand.

Research methods

 Contextual inquiry with children, testing with children, diary studies with parents.

User Experience Designer

© 2023 by Nikita Chandekar. All rights reserved

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