Natalie W. Stephenson
Home
Portfolio
Case Studies
  • Proton U
  • Nemours App
  • HCD App
  • Edutainment
Research
Blog
Contact
Natalie W. Stephenson
Home
Portfolio
Case Studies
  • Proton U
  • Nemours App
  • HCD App
  • Edutainment
Research
Blog
Contact
More
  • Home
  • Portfolio
  • Case Studies
    • Proton U
    • Nemours App
    • HCD App
    • Edutainment
  • Research
  • Blog
  • Contact
  • Home
  • Portfolio
  • Case Studies
    • Proton U
    • Nemours App
    • HCD App
    • Edutainment
  • Research
  • Blog
  • Contact
Paper prototype for an app that teaches kids about Spanish culture, language & geography
Product Design | Class Project

Interactive Edutainment

Students utilize activity-centered design to develop a suite of interrelated, interactive products intended to be both educational and entertaining for kids. 

The Design Challenge

THE PROMPT

TOPIC SELECTION

TOPIC SELECTION

Students are given a prompt to respond to, but with enough flexibility to do some problem-finding. They are presented with research reports that claim that activity levels for kids drop after age eight and screen time and mobile usage increases. The challenge is to design an activity for children between the ages of 8 and 13 that is both educational and entertaining (i.e. edutainment). We discuss the concept of stealth learning, where kids feel like they are just playing a game, but they are actually learning. 

TOPIC SELECTION

TOPIC SELECTION

TOPIC SELECTION

After selecting an activity, students start researching the topic. Designing for kids gets many students out of their comfort zone, which requires them to do secondary research about the age group (e.g. developmental milestones). When selecting a topic, students are encouraged to think back to when they were a kid: What did they like or dislike? This gives students a “point of view” on the project. They are encouraged to play games, use their imagination, be super creative, and ask ‘what if’ questions as their concept evolves. 

Discovery Research

THE PITCH

PERSONAS & SCENARIOS

PERSONAS & SCENARIOS

The starburst method: what, why, which, how, who, where

They pitch an idea for interrelated products for the physical and digital environments. The starburst method (a.k.a. six questions) is utilized for the pitch format. This method encourages them to think about the purpose of the activity, look at existing products, identify primary and secondary users, and consider the context of use. 

PERSONAS & SCENARIOS

PERSONAS & SCENARIOS

PERSONAS & SCENARIOS

Two sample personas

Personas are incorporated into the process to humanize the project. The educator provides a few examples, but students can create them as well, so long as they are based on real people. Students write a use-case scenario that explains how their persona(s) use products to perform tasks in a specific context.

Concept Development

UNDERSTANDING THE ACTIVITY

UNDERSTANDING THE ACTIVITY

UNDERSTANDING THE ACTIVITY

A task analysis, flow chart, service blueprint, and user pathway

After the pitch, students are asked to analyze the activity in order to thoroughly understand the behaviors involved in doing it. They divide the activity into tasks and sub-tasks. Then, they visualize it by creating either a task analysis, flow chart, service blueprint, or user pathway.

MOOD BOARDS

UNDERSTANDING THE ACTIVITY

UNDERSTANDING THE ACTIVITY

3 mood boards and the resultant creative direction

Mood boards are utilized to explore a variety of creative directions. Students make three mood boards. Each board includes color swatches, typography, sample imagery, and UI elements. In the example above, you can see the direct relationship between the boards and a sample screen.

BRANDING

PRODUCT SKETCHES

PRODUCT SKETCHES

The logo and app icon from The Adventures of Sketch

Branding involves naming the activity and designing both an app icon and traditional logo. These branding assets can be used across a variety of products. The brands often feature a main character(s), like the example shown here. In the Adventures of Sketch, kids use drawing skills to solve problems caused by evil Dr. Eraser.

PRODUCT SKETCHES

PRODUCT SKETCHES

PRODUCT SKETCHES

A paper prototype that resembles a storyboard

Students create a paper prototype of the iPad app. For the more immersive concepts, the paper prototypes resemble storyboards. These apps utilize narrative to engage users in a story, thus the navigation models are hard to define. Students also generate sketches to determine the specifications of the other product(s).

Prototypes

DIGITAL & PHYSICAL PRODUCTS

DIGITAL & PHYSICAL PRODUCTS

DIGITAL & PHYSICAL PRODUCTS

Samples of digital and physical products for Super Signer and Nounja.

Students design screens for the app and graphics for the additional product. The top example is from Super Signer, which helps kids learn American Sign Language through interactive games. The bottom example is from Nounja, a ninja-themed concept for active kids to learn about language arts.

HIGH-FIDELITY PROTOTYPE

DIGITAL & PHYSICAL PRODUCTS

DIGITAL & PHYSICAL PRODUCTS

Screenshot from InVision Studio and 4 sample screens

After completing an in-class exercise in InVision Studio, students build a high-fidelity, interactive prototype. This example is a language-learning app called Vamos, Paco! which teaches children about the animals, culture and geography of various Spanish-speaking countries.

Final Solution

RESULTS

This project concludes with presentations, in which students are asked to explain their concept, discuss branding, articulate how the products are related, and demonstrate how the activity works by doing a walkthrough. 


Edutainment products from this class project have received numerous Gold and Silver ADDY Awards, including a Judge’s Choice Award from AAF Jacksonville.


Copyright © 2024 Natalie W. Stephenson - All Rights Reserved.

  • Portfolio
  • Proton U
  • Nemours App
  • HCD App
  • Edutainment
  • Research
  • Blog
  • Contact