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Experimentation
A UX design module at Hyper Island where the mindset where “trust the process” and “learn fast” is key to transform needs into values.
Presented and feedback from Bonnier. Teamwork with Helena Lindhe.
ENGAGE CHILDREN IN READING
Fewer children consume papers and books and a big part of children’s vocabulary come from reading and being read for and analyzing written text. How can we as UX designers find solutions to help children gain a bigger vocabulary to be able to take an active part in society.
Problem statement
Young children, and their parents, need help to create and nurture an engagement and a positive experience around reading and written text in order to enable a future role in society on equal terms.
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Double diamond
To broaden and narrow the project and scope at the right time.
Challenge
Discover
Define
Develop
Deliver
Outcome
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Experimentation - an iterative process
To learn fast and to trust the process and break your assumptions and biases. Assumption.
Hypothesis.
Falsifiable Test.
Analysis.
Insight Conclusion.
Proved/disproved
Learn fast
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Falsifiable hypothesis
To avoid doing experiments on allready answered questions. Scientific studies Articles. Blogs. Trend reports Benchmark
Experiments 1-6
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Meeting relatives on the screen in an interactive experience.
Experimenting on how children can consume books and written text without necessary having their parents to read for, the digital version could be a tool reach each other even on a distance. With voice recognition the app can serve the child with associated pictures to play around with on the screen.
Design Principles
To make sure to create the right values for the product the Design Principles are set as a base to consider through the process.
Enrich by being meaningful
Being self explanatory
Playful & fun
Boost confidence
Build relationship
Conceptual solution space
As a result of the experiments a handful of features were concluded which could help children engage in digital play connected to letter, words and reading.