Mobile UI
Oppia 2.0
Oppia is an online platform that provides interactive learning experiences for kids of different ages. However, the mobile app has been experiencing low user engagement among kids aged 5-13 years old.

Design an interactive learning feature for an ed-tech product that targets children ages 5-12.
Pick an Edtech app building for kids within the ages of 5-13,
Identify design issues or areas where the user experience can be improved,
Explain reasons why you feel those features can be better,
Come up with at least 2-3 features you think can address the concern,
Pick one of the features stated above and come up with the following.
User flow diagrams outlining the steps a user would take use the feature
Wireframes (low-fi and hi-fi) outlining the layout and structure of the feature.
High-fidelity interaction of the feature
Final design files with restricted access
Children aged 5-13 years old have different cognitive abilities and should be designed for differently. Designing big, colorful buttons with noticeable icons and images is vital. The use of instant feedback and flexible options is important to keep children engaged and interested. Contextual interfaces with fewer distractions and limited information are helpful to children. Designs meant for one age group should not be used for other age groups.
One problem with Oppia's mobile app interface is that it does not take into account the varying levels of ability and interest among children of different ages. For example, a 10-year-old child may perceive a task designed for a 5-year-old as too easy, or a task designed for a 13-year-old as too difficult, resulting in disengagement and decreased app usage over time. To address this, Oppia could implement an age-appropriate task selection feature that matches each child's level of ability, ensuring they are challenged but not overwhelmed.
According to cognitive development theory, children's cognitive abilities and interests vary widely by age. For example, younger children have shorter attention spans and difficulty with decision-making, while older children can handle more complex tasks and have longer attention spans. By designing tasks that match a child's cognitive abilities and interests, Oppia can increase engagement and retention among young users.
Another problem with the Oppia app is that it can be difficult for younger children to navigate and make choices within the app. Younger children have a higher tendency to lose focus, and the number of choices presented can affect their decision-making, leading to frustration and disengagement. To address this, Oppia could implement an easy-to-navigate interface with simplified screens for younger children (ages 5-9) and more complex screens for older children (ages 10-13). This would allow for better usability and increased interaction time.
According to my research on children's cognitive development, younger children have limited working memory and attention spans, making it difficult for them to process large amounts of information or make complex decisions. By simplifying the interface and reducing the number of choices presented, Oppia can increase usability and engagement among younger users.
Finally, Oppia could improve user engagement by gamifying the app interface. Children love competition and the feeling of accomplishment that comes with being at the top of a leader board. Oppia could implement a leader board feature that displays the top performers, encouraging children to compete and stay engaged with the app over time.
Gamification has tbeen shown to be an effective way to increase user engagement in a variety of contexts, including education. By incorporating game-like elements such as leader boards, rewards, and achievements, Oppia can tap into children's natural desire to compete and succeed, resulting in increased app usage and user satisfaction.
User Content is the same for all age group. There need to be equity.
User’s need to be able to continue from where they stopped. Progress bar can help illustrate this.
Gamification can help make users always comeback to study more and be at the top of the leader board.
What you learned :
From the research and analysis conducted on the Oppia app, several key takeaways emerged:
Providing appropriate tasks for the user's age range to ensure they are not too easy or too difficult, leading to increased user engagement and recurring users.
Creating easy-to-navigate screens for younger users to improve usability and reduce decision-making time.
Incorporating gamification elements such as leaderboards to enhance user engagement and enjoyment.
By implementing these improvements, Oppia's mobile app can provide a better educational experience for kids, leading to increased usage and improved learning outcomes.