KidsWise: Senior Expo 2022

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KidsWise Anna Rumplick


School Age Children need assistance with staying productive with their assignments. If students are

not productive, they cannot be successful.


What does success mean for school age students? Students should be able to complete their assignments efficiently to prepare for higher grade levels.

As their responsibilities increase the higher the grade level, students should be able to feel confident in themselves to tackle those heavier responsibilities and become independent without relying on others for assistance all the time.


Value Proposition KidsWise is a multiplatform service for school age children who need assistance staying productive with their assignments. Our product tacks students’ progress and motivates them with rewards for grade improvements. Unlike ABCMouse, our product encourages cooperation and learning through gamified education.


What could be causing issues in productivity with students? According to teachers: Lack of support/motivation ”The biggest challenge I have faced and continue to face is dealing with unsupportIve parents. It is hard to deal with as there isn't much I can do. I try the best I can to work with the child regardless.“ “Some students in our program need to be monitored to make sure that they are completing their assignments, because they do not feel motivated to do so on their own.”

According to Students: Emotional Complex “It makes me feel good to know when I understand an assignment because I am learning, but I get frustrated when I do not understand something.”


Lack of support as well as

Emotional distress when completing assignments can make it difficult for students to be successful


Research Methods 20

Teachers

Interviews 12

Students

6

Parents

Observations

Focus Groups

70+

5

Hours

Rounds

One and a half hour observations were

Completed Directed towards students

ages 5-11 when completing homework

30 minute focus groups were directed

towards 12 students, ages 7-11


UX Research Data: Observations Total students: 31

40%

ask for assistance with

Homework/assignments

Left Homework unfinished

80% K-2nd

40% 3rs-5th

60%

75%

Avoid doing homework entirely

Responded emotionally to difficulties with assignments


UX Research Data: Interviews

90% of parents and teachers that I communicated with agree that a better communication method between home and school would benifit not only them, but would provide more assistance for students that need it.




Web Prototype

Hammy

AI Pet

Smartwatch

Prototype


Who is Hammy?

Hammy is a virtual class pet for students to interact with from the comfort of their own home.

Similar to tradititonal class pets, Hammy requires care from the students. Students can participate in caring for Hammy by using the points that they recieve from completing assignments and recieving good grades. The more points a student has, the more they can interact with Hammy.

Hammy is capable of expressing emotions based on the students participation in KidsWise. If the students are less interactive, Hammy will become unhealthy or unhappy. Therefore, the students are encouraged to interact with the product and care for their class pet.


Storyboard

Before

The student enters Homework Time on their smartwatch

when beginning their assignment

During

When in Homework Time, theIr heart rate and timelapse

is being tracked and recorded


Storyboard

During

After completing Homework Time, the student rates their emotion

and gets a notification from Hammy

After

The student are given points for participating in KidsWise

and for recieving good grades


Smartwatch UI Sketches


Smartwatch UI Comps


Web UI Sketches


Web UI Comps


KidsWise Smartwatch


KidsWise Smartwatch Screens


KidsWise Smartwatch Screens


KidsWise Web


KidsWise Web Screens

Onboarding


KidsWise Web Screens


Agile Progress Timeline Week 01

Ideation Design & Develop Plan Competitior Benchmarking Storyboarding User Testing UI Benchmarking UI Sketching Low-Fi Wireframes Information Architecture Comps & Prortypes Solution Prototypes Final Product Evaluation

Week 02

Week 03

Week 04

Week 05

Week 06

Week 07

Week 08

Week 09

Week 10

Week 11

Week 12

Week 13

Week 14


KidsWise Accomplishments

Student‘s progress and emotions are being recorded Students are being rewarded for completing homework assignments

and receiving good grades Parents and Teachers are more connected

and can track the students progress


Future Work In the future, I would like to look at more ways that gamification can be included into Education. I believe it can be a useful tool in getting school-age students more involved and motivated in learning. In addition, I would like to look into the best way for school districts to supply this product to families. I will also develop protoypes to represent the parent and teacher interactions with KidsWise, how they can track the students progress, and easier access to communication between both parties.

Thank you!


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