Design Process
Embark on a magical learning adventure, and let your wonder guide the way.
GR 1: Needfinding
We explored the theme of learning skills in the real world through needfinding interviews. We honed in on the domain of children communication, using our interviews and structured insight synthesis to uncover the experience, pain points, and individual journeys of our chosen target audience (young children and the guiding figures around them). This assignment gave us the raw insights and empathy needed to prepare for the next part of the design process, where we refine these findings to narrow the scope and solution space for our project.
GR 2: Additional Needfinding, POVs, HMWs, and Experience Prototypes
We focused the scope of our needfinding to uncover deeper insights. Through these insights, we refined our problem space with "Point of View" statements, brainstormed solutions with "How Might We" statements, and de-risked our ideas with experience prototypes. At the end, we selected a single solution to the user problem for our prototyping in the next part of the design process.
GR 3: Website
This is it! We created this website to share our design process and final deliverables for the course.
GR 4: Concept Video
To clearly communicate our ideas and solutions to an outside audience, we created a concept video. The concept video follows a young child of age 5 who is initially emotionally withdrawn, acting up when trying to do schoolwork. Slowly, through the help of Once Upon a Quest, the child opens up, becoming more confident in themselves and embarking on their own journey inspired by their own curiosity.
GR 5: Sketching, Low-Fi Prototyping & Usability Testing
We explored a wide range of possible interfaces by sketching different solution ideas across various modalities, then narrowed these down to three concept realizations and further developed the two designs with key screen sketches. After evaluating the pros and cons of each, we selected the strongest concept and created detailed task flows (simple, moderate, and complex) to illustrate how users would interact with the system. We then constructed a low-fidelity prototype and conducted usability tests with participants from our target user base, observing how they completed the tasks and collecting feedback.
GR 6: Interactive Medium-Fi Prototype
Building on insights from our low-fi prototype testing and feedback, we revised our task flows and interface sketches to address usability issues and better meet our design goals. We then used Figma to create a medium-fidelity interactive prototype, focusing on clearer task flows, improved visual design, and UI interactions. The prototype supports our three core tasks and reflects changes that make the experience easier and more intuitive for users. We also created a README file that explains the purpose of the prototype, how to access and operate it, the intended device context, and any limitations of features included in the design.
GR 7: Heuristic Evaluation Synthesis
For GR7, we each conducted a heuristic evaluation of other teams' medium-fidelity prototypes.
GR 8: Interactive High-Fi Prototype
We revised our medium-fidelity prototype based on heuristic evaluation feedback, addressing usability violations and refining our interface design. Using these insights, we developed a more polished, high-fidelity interactive prototype in Figma that better reflects a realistic app experience while supporting our core task flows.
GR 9: Poster, Pitch & Demo Video
We created a pitch slide and practiced a 30-second pitch to clearly communicate the user problem, our solution, and its unique value. We designed a poster that showcased our design process, from needfinding and prototyping to final features. Our demo video shows our final UI and core user flow for Once Upon a Quest.
Stream Online
Embedded Website Version
GR 10: Final Report
We created a final report summarizing our project where we explain our final solution, rationale, and reflected on key learnings and future next steps.