Gurpreet Bhatia | UX Singh

FunLearnBox

UX case study

About

The website is about the ability of the product to capture a child’s attention and help them grow in a holistic fashion. It also provides social proof in form of testimonials. The functionality of the website also includes the ability to select the age group and buy the product.

Problem

The problem was to create a digital brand identity through the website, from scratch. The complete user journey from discovery to buying the product was to be designed and developed.

Goal

The goal of the website is to inform the parents that there is a solution that exists to fix the problem. The business objective of the website to drive sales and improve conversions

Design Stratergy

  • Executive IntentTo create an online ecommerce store designed to make them aware of the product for their kids and converts them into customers by subscription model.
  • Market SegmentYoung parents between the age of 28 to 45.
  • Executive IntentSearch & Explore the productsSubscribe to productSign In & RegisterCheckout & Payment
  • Technological ConstraintsInternet Access Mobile and Desktop Devices
  • Marketing/Branding GoalsAlternative to conventional education and digital distractions.Education with Fun
  • Critical Success Factors/Usability Criteria Increased number of visitors. Increased number of Subscriptions

Design Process

  • Discover
  • Define
  • Design
  • Develop
  • Test

Discover

Research

This involves consulting experts to find out more about the area of concern through observing, engaging and empathizing with people to understand their experiences and motivations, as well as immersing yourself in the physical environment so you can gain a deeper personal understanding of the issues involved. Empathy is crucial to a human-centered design procempathy allows design thinkers to set aside their own assumptions about the world in order to gain insight into users and their needs.

User Research/Interviews

Overtaken by the addicting apps and technology, the lives of our young children are going into a detrimental downward spiral. Their attention captured by TV shows addictive apps and games has made them waste time and become unruly for their parents to manage. Beyond this, children have also their interest in doing their homework. This has become a big concern for the parents who are themselves busy in their careers and stressed about their children's growth and learning. Observing this gap that exists between parent's concern and their children's behavior. We started first with trying to understand the our audience through surveys and questionnaires. To summarize, we have mentioned below the observations that we have made: 1. We found that 71% of the parents found that their children were not spending their time doing sufficient learning activities.
2. 85% of parents did not know what apps their children were using.
3. Most also complained about that lack of time to spend with their kids.
4. They had no alternatives to digital devices when their children asked they had nothing else interesting to do.
These deep insights have been very useful in guiding us in making important decisions in all domains.

Use Cases

A use case is a written description of how users will perform tasks on your website. It outlines, from a user’s point of view, a system’s behaviour as it responds to a request.

Use Case Includes

  • Who is using the website ? The parents of young children.
  • What the user want to do ? They want to know about the product & subscribe it.
  • The User's Goal The goal is to explore & buy the product so that kids stay away form tv & mobile & learn things in new & fun way.
  • The steps the user takes to accomplish a particular TaskThey have to visit the website, read about the product and click to subscription on monthly basis.
  • How the website should respond to an action The user should get a confirmation about the action made

Secondary Research

Also, in order to make our products accessible and accepted by the parents, it was cardinal to understand their buying patterns and concerns. These aspects were crucial for understanding the branding and strategy aspects for the product."Growing up in a world where technology is second nature to parents, the kids are often the teachers and the parents the Students. For Parents, this often means playing a game of catch-up. Brands can earn their way into parents' trust circle and help build their confidence in the products and services kids are advocating for by helping them stay informed."It was also found out that Indian parents preferred to buy products that were already established or had been socially accepted and tested.

Competition Analysis

When It comes to looking for pollution masks, people search online to know more. If we search for such products, we'll find out that we are redirected to big ecommerce sites like Amazon/Flipkart. These websites sell masks from different sellers. These masks are generally from companies like 3M, Honeywell etc. But all these masks look like simple surgical masks which come in 1 or 2 colours at most.

SWOT Analysis

Define

In this stage, We have a clear view of the problem. The stakeholder's goal & the pain points of the user based on the research in the discovery stage, we represent your ideal customer in a fictional representation called persona & we gain deeper insights into how the user think, feel says & do by doing empathy mapping.

Personas

Empathy mapping

  • Think"I think my child is wasting her time on the iPad & mobile phones." "I don't know how he/she is using the internet safely"
  • Say"did you learning anything useful today ""Why are you not doing anything else other than using the phone"
  • FeelI am anxious whether my child will be able to compete with other kids Fear that my child will become addicted to just digital devices
  • DoTakeaway their digital devices for a whileGet angry and shout at my child for not listening
  • PainParents are confused as to how to deal with their child'sdevelopment and digital device addiction
  • GainGiving a solution which engages children's interest and also helps them have a holistic growth.

Design

Information Architecture

Low Fidelity Wireframes

Mid Fidelity Wireframes

Visit Site

Related Project Vestige best deals