
Overview
Timeline: June - August 2022 (5 weeks)
Team : Andrea Rule, Christina Tsuei, Megan Bogenschutz, and Winnie Huang
Karunaverse is an online maker space for kids 5+ to create, collaborate on, and share their ideas through drawing. The company plans to expand later to include writing, coding, and composing.
Client Goals
Identify users wants/needs and pain points based on product testing of beta v.2.0.
Design elements for iterations to make Karunaverse accessible and engaging to a larger range of children and young adults.
Research Synthesis
Moodboard for v 2.0
Stylized Icons
High-Fidelity Wireframes
My Role
Figma/Figjam
Miro
Milanote
Adobe Illustrator
Tools Used
Problem Space
Kids need an online maker space where they can showcase their art and realize their ideas through images without the fear of being bullied.
Solution
Enhancing customer experience and expanding the reach of the product by creating an iOS tablet app version to allow for easier use in younger audiences while identifying parent safety concerns.
Expanded options for younger and older user
Parent account accessibility
Process
The process for this project included the following:
Research & Analysis
User interviews: Pain Points & Main Insights
Our client conducted 5 user interviews representing children between the ages of (5-18) and caregivers with a diverse demography across age, sex, and locations.
Kids found it hard to use the trackpad and their mouse to draw with detail
Parents concerned with safety and excessive technology use
Competitive Audit
Karuna defines themselves as the link that ties together entertainment and education while being the middle ground of being child and caregiver centric.
We took a deep dive into what services other educational-based apps were providing, and how we could integrate easily accessible features onto an app for Karunaverse.
Ideation
Mapping Red Routes
Analyzing the current desktop and mobile beta versions for Karunaverse, we identified the information necessary for the homepage, gallery, and drawing screens. After reviewing user feedback, we added road maps for user profiles and a search page.
User Flows
The information architecture was then arranged into user flows for the child and the parent.
Application Icon
Mood Board
Given the option to update their current brand identity and inspired by the name Karunaverse, I used outer space as a theme to create a fun and vibrant color story that I was then able to incorporate into user icons and buttons designed to look like planets.
Visual Narrative
Understanding the team wanted kids from all around the world to be able to welcome, Karunaverse wanted user icons that were non descript. I used astronaut helmets through the decades as inspiration.
User Icons
Home Screen Buttons
Design
Key Screens
Taking inspiration from Karuna v.2.0 and applications like Seesaw, Artsonia, and Sketch we mapped out screens of our red routes in these low-fidelity wireframe sketches. This tablet application needed an unmoving frame for drawing. The group members experimented with including all of the features on the screen that allowed it to look uncluttered.
While creating the Hi-Fidelity Wireframe key screens, I revisited the idea that this application will be used by a wide age range of children and young adults. Deciding to break down the drawing tool into two options: a beginner (younger user) screen with limited but more accessable color and tool options, and a more advanced option.
Final Prototype
Based on company and user feedback we were able to create three prototypes: Beginner Creator (Child Flow 3-11 Y/O), Advanced Creator (Teen Flow 12-18 Y/O), and Parent Account.
Beginner Creator (Child Flow 3-11 Y/O)
Advanced Creator (Teen Flow 12-18 Y/O)
Parent Account (User Flow)
Handoff
Karunaverse was over the moon (a little space themed humor) with the what we were able to asset with in just 5 short weeks.