Croissant is a speculative language learning product, focused on children's learning & interaction models. We worked in sprints to build prototypes that explored language learning and ways of making this more interactive and multi-sensory.
Product designer working on user flows, UX, and physical computing development
Parents often have difficulty engaging their children in learning French outside of class time.
How might we help parents guide their children's language learning at home?
Expanding existing learning models
Before diving into user research, we wanted to get a sense of the current educational landscape: what are the current methodologies for teaching children, and where might there be gaps in the traditional educational model?
We conducted secondary research via educator materials and peer-reviewed research to better understand the primary education space. Key Findings:
Children may not be interested in completing a half finished lesson, or may not be able to leave a lesson incomplete to come back and still learn half way through.
Children learn and grow when systems reward process and progress instead of always rewarding the right answers,
Visualizations are helpful for symbolizing rewards/success throughout, rather than relying on only audio or text as an indicator
User research insights
Once we had a better understanding of what we wanted to know about our users, we surveyed language learners of all ages, and parents, to get a sense of language learning pain points, and areas that helped them keep going.
"Coming up with a good sequence of when to learn what" -A user when asked about the difficult parts of learning a language
Some of the survey insights we gathered from the long-form answer questions
Developing a concept
We first determined based on our secondary research that a physical product would help keep children engaged, and incorporate different senses in the experience.
This became our starting point for ideation, alongside a digital component, which was more focused on seeing progress (a key engagement component).
Above is different user needs and corresponding functionality mapped together for our digital product ideation
The user journey: how can language learning be enjoyable enough to keep pursuing?
"Reading stories in the new language"- A user when asked about the enjoyable parts of learning a language
This journey map represents the movement through the experience for the child, to identify design opportunities and areas to mitigate pain points.
Above is an empathy map, used to identify parents' needs and pain points in the learning process.
The solution concept
A physical product in the form of a block-based, fill in the blanks story builder, & a digital companion app with additional games and real-timefeedback for learners
This system map displays how responses and user input move through the integrated physical game and digital app. The physical game can also be used solo, with audio feedback.
Experimentation & development
When creating the digital app, we focused on features that would provide clearer feedback than what was possible with the physical system, and that would encourage children to explore the French language.
These are some initial wireframes that eventually got scrapped, because they were a more confusing learning model. We refined the digital system to be focused on feedback, keeping the physical system focused on user input.
The final outcome
The end product for Croissant is a tablet app &a connected IoT / physical product, designed to offer physical play with an optimized, personalized digital response.
The app has two modes: 1) Lesson mode, which integrates with the physical product to teach through story making 2) Game mode, which allows children to choose which words to learn by holding up objects or photos to their web cam
Physical look-&-feel prototype
These are the blocks and story base we prototyped, using laser-cut wood and card stock.
Hi-fidelity app mockups
These are some of the mockups created for the digital interface, including home page, other game experiences, and the integrated physical game.
The screens above demonstrate some of the purely-digital experience touch-points: the home page and games page, where children can hold objects up to the webcam to learn the word.
These screens are examples of the visual feedback displayed to users. This feedback depends on their progress in placing blocks into the physical product.
These screens show the beginning and ending states of the interactive story application
Key takeaways & challenges
Learning for children differs significantly from adults, as does design for them. We learned that we needed to continually rework the design to ensure messaging was clear, and there was minimal on boarding and set up needed, to retain a child's interest
Ideating on integrating a physical & digital product require establishing strong patterns for what points users will give inputs to the system and receive feedback.
With physical products, the materials are as important as the functionality of the system: the feel and warmth of the product can do a lot for retaining engagement long-term