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Overview

Kiddsbay is an Australian tech start-up in the youth education space with a mission to equip kids with practical life skills such as business acumen, financial literacy, confidence, networking, problem solving and more so they are ready for the workplace of the future.

Based in Sydney and part of the muru-D accelerator program (supported by Australia’s largest telecommunication provider Telstra) I had the opportunity to meet leading mentors and world class experts in the fields of innovation, business and engineering.

Achievements

I joined Kiddsbay as their product designer working closely with their two co-founders and a full-stack developer to build the MVP of their business idea. My achievements during that process were:

  • Create an agile team by leading the use of lean UX methodologies.
  • Pivot the MVP scope to a desirable solution for potential customers and viable for engineering.
  • Lead the end-to-end user centered product design and front-end implementation of their MVP, a web platform.
  • Test the MVP with 100 families at Code Club Australia and define the product changes to implement.
  • Organize and facilitate entrepreneurship workshops for kids.
If you just had 6 months, what would you build?

The project

Challenges

DELIVER THEIR MVP:
Before finishing the accelerator program (6 months since I joined them).

SOLO DESIGNER:
In a 4 person team working with two co-founders with experience in corporate sales and a full-stack developer.

INTEGRATING LEAN, AGILE AND DESIGN THINKING METHODOLOGIES:
As the founders came from non product development backgrounds.

PIVOT, FAST DECISION MAKING:
The product decisions were changing constantly as we tested our business hypothesis.

Opportunities

EASY COMMUNICATION:
As a small team, we had a shared understanding of the product design process and we focused our efforts on the work to do as well as pivot quickly.

EMPATHY WITH USERS:
The co-founders were a couple with two kids of 8 and 10 years so it was easy to understand the user needs, goals and struggles.

USERS COLLABORATION:
The co-founders has already engaged with several potential users who were willing to collaborate in the co-design sessions and usability tests.

EXPERTS ADVICE:
A group of educators were giving us feedback during the product design process. The critical thinking from the accelerator mentors in term of business, design and engineering was also really important.

The solution

Business Map

Kiddsbay is a kid friendly business building platform that provides every kid the opportunity to be who they want to be.

Inspiring kids to tap into their passions and creativity to identify opportunities and to solve problems. These are invaluable skills that will empower kids globally to become self sufficient.

Kids dashboard

On the dashboard, kids see their progress at a glance:

  • Business Map step completed
  • Rewards won
  • Unlocked challenges

Business Map Levels

Each Business Map level is focused in one critical area related with creating a business. Going through each level step by step to create a business allows them to be focus in one specific topic at a time.

Business Map Steps

Each Business Map Step give kids the clues needed to answer a question related with creating their own business.

Those clues include:

  • Short descriptions
  • Kiddsbayer's examples
  • Missions to complete: tasks to help kids think through components of their business. They provide a great opportunity to have conversations between kids and parents about their business.

Challenges

Challenges give kids the opportunity to test their business idea in the real world and to plan and prepare for the launch of their business.

Kiddsbayers stories

Kids will be able to read inspiring stories as an example of other entrepreneur kids to empathize with them an engage with the platform goal of creating a business.

Parents dashboard

Kiddsbay is a collaborative tool between parents and kids that allows them to spend valuable time together while learning new skills.

Parents can view their kids progress and help kids advance through the steps of the Kiddsbay Business Map by ticking off challenges to unlock new levels.

Methodology

I led the team through a LEAN UX methodology by following sprints of research, design, test and evaluate.

Starting point

When I joined the team, the co-founders had a visual prototype with the idea of teaching kids about financial literacy by creating a digital community for kids where they could earn money by selling their products.

Prototype analysis

I found they had too many features without customer validation and the product had evolved into a complex concept that would be almost impossible to build by the current dev team, a junior full stack developer.

It was time to start a customer discovery and market research to define a minimum desirable, feasible and viable product that would achieve market fit.

What's the most important thing we need to know first?

solution

Customer pain point

“65% of kids entering primary school today will work in completely new jobs that don’t exist yet.”

- McLeod, Scott and Karl Fisch,“Shift Happens”

Customer discovery

Education Stakeholders

As a designer, I was the voice of the potential customers through the product development process but first of all, we had to define and validate our customer segment.

Although we saw more business opportunities in the relationship between kids and teachers in schools, finally we decided to focus our MVP in the collaboration between kids and parents as a faster way to get in contact with them to test our product.

If our MVP works as a learning tools between kids and parents, it would be time to scale our product to a full market solution including the relationship between kids and school.

Kids

Parents

User Research

We conducted one on one interviews and surveys asking parents about their kids education and future.

Insights

Parents believe their kids need to find their passions, work smart, make money, become independent although rarely they link those skills with entrepreneurship.

Parents know there is a problem in traditional education and they are seeking solutions – but which one are the right ones? They are not sure themselves.

Parents do not recognize that learning business skills or entrepreneurship as a possible answer.

We need to think in a solution that teaches kids to be future ready but also helps parents to collaborate with their kids education.

user research

We conducted one on one interviews and surveys asking parents about their kids education and future.

Insights

Parents know there is a problem in traditional education and they are seeking solutions – but which one are the right ones? They are not sure themselves.

Parents do not recognize that learning business skills or entrepreneurship as a possible answer.

We need to think in a solution that teaches kids to be future ready but also helps parents to collaborate with their kids education.

Parents believe their kids need to find their passions, work smart, make money, become independent although rarely they link those skills with entrepreneurship.

Empathize

I created proto-personas, to estimate who would use our product and why; empathy maps to help us to understand our target users feelings and concerns; and also user journey maps to learn about their style of life and interactions.

Does the customer exist?

Kids

The co-founders wanted to create a learning tool for kids from 5 to 12 years old. I analyzed both user extremes to understand the similarities and differences between them and decide if we could design something for all of them.

6 years old

"I want to play and have fun."

Limited skills development, they will need their parents support.

Comprehension through visual examples.

11 years old

"I have lots of ideas." "I want to have more freedom."

Enough skill development to complete levels independently.

Comprehension through other kids lives examples.

360º Research

Conduct a continuous topic research drove me to learn about all practical life skills and the best way to embed them. I used divergent thinking processes to consider adult life situations where these skills would be useful and this led to the realization that entrepreneurship and creating a business were a great example of practical life skills applications.

The research was also focused on learning methodologies and educational games and this work identified that best learning tools and games used the ‘Hook Principle’ of trigger, action and reward to engage users.

A competitors analysis and the SWOT matrix provided us a clear overview of the target market and a better understanding of our unfair advantages and weaknesses.

Practical life skills

Business Model Canvas

The Hook Canvas

Design Challenge

How might we teach kids about practical life skills?

Problem reframing

We found that being future ready, being financial independent and get a job all depended on your skills learned.

We also tried applying those questions to the adult life and we find out that a way to ensure a job is to become entrepreneur and create your own business.

If we teach kids how to become entrepreneurs and create their own business, they will be ready for the critical thinking needed in their future.

CO-DESIGN TEAM WORKSHOPS

Ideate

It was need to join the whole team for the ideation phase. Before starting I explained the conclusion of the user research, the personas discovered, and the problem to solve so everyone was at the same point to start the brainstorming.

How might we teach kids how to create their own business?

Analize

The best idea from the brainstorming session was to create a business builder based on the business model canvas where kids had:
- Enough info/explanations to complete it.
- A simple and effective visualization of their business model.
- The possibility of testing hypothesis in the real world and change their business model.

Prototyte

After the feedback session we started prototyping the best rated proposals. All team members participate in this session by using sketches and low-fidelity wireframes. That allowed us to test early with our target users and validate which one was the most logical before defining too much of the product.

Use Cases

To design doubts related to the user flow I defined the different cases where users would interact with the platform by making hypothesis about how they would act and what they would need.

These hypothesis helped me to communicate to the team the prototyping decisions although it was needed the user testing for validation.

Co-design

Workshops with users

As a way to quickly test our idea we facilitated a number of workshops where kids were interacting between them and their parents.

These workshops were a critical tool that helped us to define the platform content: which topics and activities the kids were interested in, which ones the parents thought were valuable for their future and how to intercalate the theory learning with practical activities.

The sooner you give your customers a voice, the sooner you'll learn whether you've got an idea that works.

Customer journey

Wireframing

Once the user flow and the platform architecture was defined and validated it was time to focus on the user interaction and the visual style.

I worked in sprints for each feature/workflow with the aim to have the most defined approach possible before starting the implementation. On each sprint I created high-fidelity wireframes and functional prototypes that the users tested.

Dashboard design process

first iteration

second iteration

third iteration

User flow

Storytelling

We created example stories to engage kids with the product by telling them inspiring entrepreneur kid stories.

Charlie's a 12 years old boy who really wants a dog.

His mum, Alice, is allergic to dogs so they cannot have a dog at home.

Charlie can share his time with a dog at the same time save money to donate to the local dog pound.

The local dog pound needs funding to support the quantity of dogs it houses.

John and Emily (Charlie's neighbors) got a puppy a few weeks ago because they love animals as well but then they have realized the puppy is alone almost the whole day because they are working.
They get home very late from work each day.

John and Emily are more than happy because their puppy doesn't spend as much time alone anymore..

When Emily explained Alice the puppy's problem, Alice thought it would be a great idea for every one if Charlie walks the dog after school in exchange of a small reward.

Test process

We created groups of beta testers (kids from a couple of schools) and we tested our progress with them once a week. We also met with some families to test how parents and kids where interacting with the app together.

We planned weekly sprints for the design and development of each user flow and feature the platform. The feedback obtained after the usability tests was really valuable to validate our sprints steps.

Prototyping and test steps

I used different prototyping techniques depending on the audience:

  1. Worksheets, presentations and activities: to define the content, education methodology and simulate the user journey through the platform.
  2. Paper and low-fidelity wireframes: to democratize conversations within the team related structure and user flow or to have a first approach with users.
  3. High-fidelity wireframes and on-screen prototypes: to check the interactions and visual design very similar to the final product experience.
  4. Coded prototypes: to test the final product experience and make sure all the navigation elements work properly before sending it to production.

a/B testing

Inspiring stories

We created example stories to engage kids with the product by telling them inspiring entrepreneur kid stories.

I runned a A/B test to analyze if kids would engage with images and texts stories or if they would rather video stories.

result

Although there were more kids attracted by the video, the text story was also pretty interesting for them. In both cases, the test finished with a high percentage of kids interacting with the Business Map.

We decided to move on with the stories as images and text due to we needed less time and resources to create them.

images and text

80% of users read the story till the end.

100% of those engage with the story and want to use the platform.

video

95% of users watch the video till the end.

100% of those engage with the story and want to use the platform.

Implement

On this project, I was the sole responsible of the front-end development (HTML & CSS) for the platform.

I worked close to the back-end developer to make the prototype a real product. I coordinated our efforts by implementing and managing the use of the Kanban method for tasks management.

A test servidor allowed us to check the things we were building worked properly before pushing new changes allowing us to find bugs.

MVP test

The last milestones in the MVP development was to run a test of the online platform in the technological seminary for kids, Code Club Australia, where around one hundred kids had the chance to try our platform and provided us valuable feedback to keep working on the platform.

Take Aways

  • Being part of the muru-D accelerator program was a great learning experience. I had the opportunity of getting feedback and advice from leading mentors and world class experts in the fields of innovation, business and engineering.
  • In a team with non-technical background or experience in product design, I had a dot connector role between the business goals and the development requirements making sure everyone had been listened and they had understood the process.
  • Co-design workshops were a powerful tool to learn from what potential users are doing instead of what they are just saying.
  • User testing trough sketches (for ideas) and prototypes (for interacctions) reduced considerably the amount of work for the only developer in the team.

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