POPO

IoT device and app for fostering Healthy Personal Device Use Habits for Families with Tweens

Edutech

Design System

IoT

In the fall of 2023, I took on a project aimed at helping families navigate the challenges of personal device use for children in their tweens (8-12 years old).

We created an IoT device and application named POPO to empower families to navigate this post-COVID landscape and foster a balanced approach that promotes self-regulation, responsibility, and open communication during this crucial stage of development.

If you want to know more about POPO, please read specifications here.

Overview

Team

Jiho Kim(Lead Designer), 2 UX Researchers, 2 Designers

Duration

3 months

Tool

Figma, After effect

Skills

Literature Review, Qualitative Interviews, Rapid Ideation, Rapid Prototyping, Evaluative Research

Contribution

Concept Development

Complete UX/UI Design

High Fidelity Prototyping

The Challenge

"If you drip water on a stone long enough, it'll find a way to go through"

said one of our contextual inquiry participants. This quote emphasizes the importance of persistence and adaptability in technology use in families.

0

%

Of tweens(ages 8-12)

are experiencing an increase in screen use after pandemic

0

%

Of parents

resort to restrictions, experts warn that outright bans may hinder the development of self-regulation skills

Why Tweens?

We narrowed down our age scope to children aged 8-12 years since this age range is critical as it typically marks the beginning of…

reason #1

Personal device ownership

reason #2

Increased technology use

reason #3

Shape long-lasting healthy tech habits

The Solution

POPO

A family-centric solution that balances between parental involvement and children's independence in fostering suitable tech use habits

My final sketches for showcasing POPO toy and app.

Our Approach

Triangulating the problems

To truly understand the nuances of this challenge, we embarked on a comprehensive research phase. I took the lead in conducting key generative studies, including:

Contextual inquiry

observations at 4 retail stores

Dyad Interview

observations at 4 retail stores

SMEs interview

observations at 4 retail stores

findings

We found 3 main insights from research...

After we finished all the interview sessions, we collected and synthesized data.

finding #1

Training wheels

Facilitate training wheels for media apps and tech devices

finding #2

Guidance

Provide guidance for parents, regarding device use and media moderation for their children

finding #3

Interaction

Facilitate interactions between parents and children

The insights turned into…

HMW Question

How might we help parents living in cities foster suitable personal device use habits in tweens (8 to 12 years) at home with a primary focus on media apps?

ideation

Connecting the Dots

Before we jumped into ideation, I facilitated discussion to define five design principles that will help guide our affinitisation based on our secondary research. Also, I brainstormed over 30 different ideas on ways to reduce kids' screen time fostering healthy personal device habits, and we came up with over 90 as a team.

Which principles will guide us?

Principal #1

Foster collaboration

Principal #2

Adapt and grow with the child

Principal #3

Provide actionable insights

Principal #4

Intuitive for everyone

Principal #5

Safety & privacy first

Tools for downselection

Going from 90 ideas to 3

After having multiple rounds, three concepts rose to the top:

idea #1

POPO

An app tracks the entire family's screen time, which is divided into productive and unproductive.

idea #2

Analok

A mobile OS for parents to monitor and control their children's device usage. Children can request boundary changes but requires parental approval.

idea #3

Growth OS

This app encourages children to perform certain analog activities to earn device time.

How did we downselect to 1?

To decide our final idea, we did 2x2 matrix based on the desired outcomes.

desired ourcome #1

Collaboration

Encourage the family to collaborate, and manage their personal device usage

desired ourcome #2

Openness & trust

Support openness and trust within the family when it comes to discussing their personal device usage

desired ourcome #3

Self-regulation

Improve children’s ability to self regulate their personal device use

2X2 matrix

We made both the horizontal and vertical axes based on the rationale from our desired outcomes.

initial idea

Building our first design...

After decided our final idea, we moved on to build design.

Setting up contextual model

I created this contextual model to align the flow of the POPO toy and app.

Mapping information architecture

Before creating user flow and low-fidelity prototype, I made an information architecture to build a foundation for our app.

Low fidelity prototype

I first started out by sketching frames to explore a wide range of ideas, which was refined through feedback from every teammates.

User test

Testing our design

To evaluate our prototype and design, we set up a user test with…

Participants

3 Individuals & 2 Families

For all our key paths, we tested;

the popo toy

With some POPO app screen on the POPO toy, that users interact with together

the app

With POPO app screens on the phone, that users hold in their hands

Key paths for user testing

We asked participants to behave as they normally would in their everyday lives to ensure accurate data collection from this test. Additionally, we guided them through three specific flows based on our established methods.

keypath #1

Onboarding & Setup

Do families understand what POPO is and how it works?

keypath #2

Daily use

Do users understand how to interact with POPO on a daily basis?

keypath #3

Review time

Do users understand what to do on discussion day?

Overall takeaways from user test

After finishing user tests, we came up with these four takeaways. Our overarching takeaway is how to ensure that parents don't completely take over the decision making process.

takeaway #1

Add in prompts to enable more collaboration

takeaway #2

Encourage sharing the screen during review & setup

takeaway #3

Provide more guidance



as to what is expected of the user

takeaway #4

Provide more information that shows the intention behind the prompts the app layout.

final design

Key features walkthrough

What is POPO?

A physical and visual representation of a family’s screen use

POPO is meant to be placed where a family will interact with it most, such as the living room, dining room, or kitchen. Through facial expressions, POPO gives feedback on how the family is doing regarding their collective screen-time limit.

How does POPO work?

the popo toy

A physical representation of a family's screen use.

the app

used to set up the experience and check total usage.

Why a panda?

Pandas are gentle and cute. Their neutral color allows them to blend well into different homes.

Why a physical object?

An object that is always available is more persuasive than just an app that needs to be checked.

Connect POPO and personal devices

All family members are asked to install the app and gather around POPO to start the set up process

Set up family goals and meeting frequencies

Once families have come to an agreement, they can set how often they’d like to discuss

Daily Interaction

POPO's expression reflects total family screen time. The app shows the total family usage rather than individual usage.

Discussion time

Families convene around POPO to view individual screen usage through the app, which offers discussion prompts to encourage positive conversations about digital habits.

Design System

reflection

Takeaways

Lesson learned

Lesson #1

Developing POPO as both a physical device and an app showed me the value of creating holistic solutions that address problems from multiple angles, catering to different interaction preferences and contexts of use.

Lesson #2

This project deepened my understanding of how technology can be leveraged to influence behavior positively, especially in sensitive areas like family dynamics and child development.

If we have more time…

Objective #1

We want to test the high fidelity prototype with actual families.

Objective #2

We want to think more on long Term use cases for POPO. Designing how POPO will age, how can it adapt as tweens become teens?

Objective #3

We want to make the POPO more interesting and fun to use for families by adding more POPO interactions

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