UX/UI

Prototyping

User Research

Agile Workflow

UX/UI ✧ Prototyping ✧ User Research ✧ Agile Workflow ✧


Indus Space Kids

Inspires the next generation through accessible STEAM programs and game-based learning, making space science engaging for all.

INFO


Role : Product Designer, UI Designer

Team : 4 Product Designers

Timeline : Jan 2022 - Apr 2022

Industry Partners : Indus Space & Sheridan College

CONTEXT


Problem

Indus Space needed a way to provide engaging, space-related virtual learning experiences for students in grades 1-5. With virtual fatigue becoming a concern, they sought an interactive, self-paced, game-based learning approach to replace traditional instructor-led methods.

Outcome

The final solution was Indus Space Kids, a gamified learning app designed to make space science exciting and interactive for students aged 6-10. The platform allows students to explore space topics at their own pace, incorporating visual storytelling, rewards, and character customization.

RESEARCH


Understanding the Problem

Indus Space initially relied on live virtual programming, but they found it challenging to maintain student engagement. They wanted to transition to a self-directed, gamified learning experience that would keep young learners motivated while making space science more accessible.

KEY FINDINGS


Insights and findings

To create an engaging and effective digital learning experience, we conducted extensive research and user testing. By gathering feedback from educators, industry partners, and user testers, we identified key elements that would enhance student engagement and improve the overall learning experience. These insights helped shape the development of Indus Space Kids, ensuring it met the needs of young learners in a virtual environment.

Students prefer hands-on, visual experiences with vibrant colors and cartoon characters.

1 .

Industry partners suggested a reward system to incentivize activity completion.

2 .

Educators needed ways to track student engagement and emotional responses.

3 .

User testers emphasized the importance of refined interactions, such as character customization.

4 .

ADVANTAGE


How Might We

During our design sprint, we narrowed our focus to key questions that would help us develop an engaging and effective digital learning experience. These "How Might We" questions guided our brainstorming and decision-making, ensuring that our solution addressed the needs of both students and educators.

  • How might we gamify learning in a way that keeps students engaged?

  • How might we incentivize exploration and learning through rewards?

  • How might we make virtual learning feel personal through customization?

USER STORIES


Understanding Our User

To ensure our solution resonated with the target audience, we focused on students aged 6-10. However, due to ethical constraints, we couldn't directly interview young children. Instead, we gathered insights from:

Educators with experience teaching grades 1-5, who provided insights into student engagement and learning behaviors.

Young adults (18-35) who had participated in space-related programs as children, offering reflections on what worked best for them.

Parents in STEAM occupations via usertesting.com, who shared their perspectives on how their children interact with digital learning tools.

From these insights, we learned that young students thrive in interactive, visually engaging, and exploratory learning environments. A game-based approach with characters, rewards, and feedback mechanisms would be essential to maintaining their interest and enhancing their learning experience.

BUILDING OUT THE EXPERIENCE


Design Sprint

Affinity Mapping

Identified patterns in student and educator needs.

Crazy 8’s Sketching

Brainstormed game mechanics and activity ideas.

Needs Statements

Prioritized key features based on user needs.

User Flow Mapping

Designed the journey from login to activity completion.

PROTOTYPING


Solution

Indus Space Kids is a self-paced, gamified learning app designed to make space science engaging for students aged 6-10. By integrating research insights, we created an interactive experience that fosters curiosity, supports independent learning, and makes STEAM subjects more accessible. Key features of the solution include:

  • A reward system to motivate learning

  • Character customization to enhance engagement.

  • Dark mode UI to align with the space theme while keeping visuals fun and engaging.

  • Clear visual cues (checkmarks for correct answers, Xs for incorrect ones) to guide students

  • Interactive storytelling to immerse students in space exploration while making complex topics easier to understand.

  • Modular learning paths allow students to progress at their own pace, choosing topics that interest them the most.

  • Educator tools to track engagement and help teachers understand how students interact with the content.

Combining game mechanics with educational content, Indus Space Kids transforms traditional learning into an engaging, accessible, and fun experience, inspiring the next generation of STEAM enthusiasts.

Mid-fidelity Prototype

UI Kit

As a group, we came up with an updated visual treatment that was still aligned with Indus Spaces' current branding. Created a dark mode UI to represent space but was still colourful enough for kids.  Also, added visual cues (x’s for wrong and a checkmark for correct) to make sure the user knows when an answer is correct or not.

High Fidelity Prototype

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