Kid Architect Book Series Web Application Design

Digitalized the children book series with avatars and gamification, increasing engagement by 40%.

ROLE

Product designer,
Content manager

SERVICE

Application design

DURATION

4 months | 2023

Web application

Under development

In One Glance

OVERVIEW

Kid Architect is a book series by Gary Vance that introduces children to the world of architecture through engaging stories and hands-on activities. What makes this series unique is its character-free approach that allows readers of all backgrounds to imagine themselves as the protagonist.

CHALLENGE

Despite its unique approach of having no specific character to promote inclusivity, the series struggled to fully connect with its young audience.

SOLUTION

  • Kid Architect Tour web app with customized avatars

  • Video tutorials for hands-on activities

  • Website redesign

  • Low engagement with book content

  • Poor completion rates of hands-on activities

  • Limited audience diversity

MY CONTRIBUTIONS

As part of a cross-functional team, I was specifically responsible for gamifying and digitalizing the book's content through the Kid Architect Tour web application.

  • Created semi-virtual tours that blend digital exploration with physical visits, encouraging parent-child interaction at book locations.

  • Designed a discovery game that transforms architectural concepts from the books into interactive digital challenges.

  • Collaborated with the Graphic Designer to create customizable avatars allowing children to design their own character, enhancing the series' character-free approach while boosting inclusivity.

  • Had a trip to one of the book’s locations to create content and plan accurate tour, test the user journey, estimate time, identify potential obstacles, and gather content for the Minimum Viable Product (MVP).

RESULT

User satisfaction and engagement enhanced by 40% after the final usability test.

The Journey: From Pages to Pixels

Understanding the Challenge

Our journey began with three hypotheses:

  1. Educational books struggle to maintain children's interest

  2. Architecture feels distant to young minds

  3. Books without characters might limit engagement

Team brainstorming assumption session

  1. Enhancing user diversity & inclusion

  2. Building a brand

  3. Interactive activities & engaging learning tools

What are the business priorities?

After that we had a card sorting session with author Gary Vance to understand his priorities.

K-12 children and their parents/guardians

We faced a new challenge: serving both K-12 children and their parents while staying true to the author's vision, existing content, and business priorities.

Who are the Target Audience?

Children as primary users and their parents as key purchasers and facilitators.

Detective Work: Uncovering Users Truths

Our investigation took us through multiple ways:

  1. Field Research

  • Observed children at Indianapolis Children's Museum and Lego Store.

  1. Competitive Analysis

  • Evaluated both direct and indirect competitors.

  1. Secondary Research

  • Conducted white paper research on effective ways for children education.

  1. Expert Insight

  • Conducted 9 interviews with architects and architecture students.

At the Children's Museum and Lego Store, we discovered the power of family engagement. Children spent more time and were more likely to complete activities when parents joined in, compared to solo play.

Learning Together: The Family Factor

1

2

Multiple channels

Personalized content

Relatable characters

Three Keys to Children’s Learning

Research showed that children learn best through:

The result shows activities done with parents played a significant role in sparking children’s interest in architecture.

Where Architects Begin

Conducted nine interviews with architects and architecture students, revealing a powerful pattern: early exposure to architecture through family activities sparked lasting interest.

I think a lot of it was my mom really just dropping hint to me...So she would build, We, I remember as a little kid, you know, probably kindergarten age or earlier, we would just build little block bowling alleys just out of just blocks.
What drove me towards architecture was when I was about, I believe like 14 or 15, my, my dad decided we should build our own house. So that, that process really drove me to do architecture.

— Architecture Student

When I was a kid my father was a photographer and we would go take architectural photography a lot. So there was a little bit of interest coming from that as well.

— Architect

3

— Architect

Observation

Interviews

White paper

Characters

Characters

Multichannel

approach

Parental involvement

Parental involvement

Parental

involvement

Hands-on activities

Hands-on

activities

Hands-on

activities

Hands-on activities

Hands-on

activities

Hands-on activities

Tailored curricula

Characters

Data Analysis

The Gap in Children's Architecture Learning

Our competitive analysis revealed a gap: while most children's architecture content used characters and multichannel approaches, few successfully balanced digital engagement with physical exploration.

Social Media Presense

App Integration

Website

Educational Resources

Hands-on Activities

Character-focused

Direct

Competitors

4

Indirect

Competitors

The result of analyzing three architecture application for kids shows children apps in architecture are limited to simplified 3D design.

Insights

  • Our direct competitors engage children with limited characters and hands-on activities beyond the books.

  • There’s an opportunity for digitalizing book’s content and representing diverse audience and engaging apps that teach children about architecture.

Tinkercad

Blokify

Solidworks

From Insights to Action

Crafting the Solution

To maximize quality and efficiency, our team split into focused work streams, each tackling a crucial piece of the project. Here are my contributions to this part of the project:

  1. Ideation

  • Sketched initial concepts for digitalizing the Kid Architect book’s content.

  1. Authentic Experience

  • Had a field trip to Columbus, IN to ensure authentic experience design.

  1. Co-creation Workshop

  • Presented the idea to the business holder and had a storyboarding co-creation session.

  1. Prototype & Validation

  • Created a prototype of the solution concept, tested it with our target audience and made iterations.

The whiteboard that I sketched the digitalization ideas on
  • Avatars

  • Parents involvement

  • Gamified education

Connecting The Dots: The Eureka moment!!!

Leveraging insights from user research and competitive analysis, I started sketching ideas for creating a more engaging way of presenting the Kid Architect book’s content keeping in mind our key research findings and our brainstorming session solutions.

5

The initial User flow and app features

  • Taking approval for the suggested solutions

  • Co-creating numerous ideas

  • Adjusting the initial user flow

  • Improving the design solutions implementation

Involving the stakeholder in the design process

In order to get the business holder ideas and ensure our goal alignment, I presented the idea to him through a co-creation session:

6

The actual pictures from the book's pages

  1. Avatar Selection

  1. City Selection

  1. State Selection

  1. Starting the Tour

  1. First Building Info

  1. Taking photo of the architectural element

  1. Seeing Result and discover more

  1. Discovery game

According to Common Sense Media, 42% of kids have a phone by age 10. By age 12, it's 71%. By 14, it's 91%. So, I started with the phone design of 2 main user flows.

Real-World Validation with Mid-Fidelity Prototype

Creating a mid-fidelity prototype with colors and visuals make it more appropriate to test the prototype with kids. It also helped me avoiding complications with later iterations. Inspired by the book’s pages, I created the mockup to test the solution concept.

7

  1. Comparing the photo with the element

  • The app increased children’s engagement in the books content by 40%.

  • Kids loved the discovery game.

  • They wanted to customize their avatars.

  • Parents liked the combination of education with an outdoor activity that they are involved in.

  • Children showed interest in reading the book itself and learn more about the locations in the game.

—10 year old girl

When I read about places, it makes me feel to go there and explore it.

40% boost in engagement

I tested the mid-fi prototype with 4 kids and their parents to gauge engagement, usability, and gather feedback on missing features and potential additions. I found out the following results:

BEFORE

Design iteration based on the children's feedback

Based on the test findings “Kids wanted to customize their avatars”, and didn’t want them to look “childish” .

I changed the avatar selections into a customizable avatars.

AFTER

Customizable avatar

Prepared avatars to select

8

Field trip to

Columbus, IN

To create an accurate tour, test the user journey, estimate time between locations, identify potential obstacles, and gather content for the Minimum Viable Product (MVP), I did a field trip to Columbus, IN (one of the books' locations) and visited all the sites. Also, recorded the author, Gary Vance’s voice for the app, as kids preferred hearing the author talk about the places.

The Final Design & Reflections

High-fidelity Prototype

Next steps:

  • The project is under development.

Result:

  • Increased user engagement after the final usability test by 40%.

Key lessons learned:

  • Be straightforward about your thoughts and feelings to avoid misunderstandings that might derail the main goal.

  • Let go of possessiveness over ideas, actively involve others, and embrace teamwork to produce better results.

  • Listen actively to understand others’ perspectives—sometimes we’re saying the same thing in different ways.

  • Effective teamwork relies on communication and collaboration to create a positive experience for everyone involved.

  • Recognized the importance of clear communication within the team to ensure a collaborative effort.

Outcomes, Takeaways, Reflections

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