AviOfLagos

Task Brief

Design an interactive learning feature for an ed-tech product that targets children ages 5-12.

  1. Pick an Edtech app building for kids within the ages of 5-13,

  2. Identify design issues or areas where the user experience can be improved,

  3. Explain reasons why you feel those features can be better,

  4. Come up with at least 2-3 features you think can address the concern,

  5. Pick one of the features stated above and come up with the following.

Deliverables

Research Findings

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.

Problem 1

Problem 2

Problem 3

Observations

Research Observations

  1. User Content is the same for all age group. There need to be equity.

  2. User’s need to be able to continue from where they stopped. Progress bar can help illustrate this.

  3. Gamification can help make users always comeback to study more and be at the top of the leader board.



Conclusion

Takeaways

What you learned :

From the research and analysis conducted on the Oppia app, several key takeaways emerged:

  1. 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.

  2. Creating easy-to-navigate screens for younger users to improve usability and reduce decision-making time.

  3. Incorporating gamification elements such as leaderboards to enhance user engagement and enjoyment.

Impact

The impact

By implementing these improvements, Oppia's mobile app can provide a better educational experience for kids, leading to increased usage and improved learning outcomes.

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