Case study: Entertainment App for children

Hajar Alhilali
Bootcamp
Published in
6 min readJul 5, 2021

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Hi, It’s my pleasure to share with you my fourth project of Misk Academy UI/UX, which is about a kids entertainment booking platform, I worked on it with my team Dalalalsayel, Atheer Alateeq, Hadeel AlQahtani for a week and a half, It was an interesting topic, we’ve followed the double diamond for this research.

Our Client

The Saudi entertainment authority is an organization that was established in 2016. Their main goal is to provide exciting entertainment options and tailored experiences to the needs of people from all walks of life around Saudi Arabia. Also, to contribute to improving and enriching the lifestyle and social cohesion among the community. They provide a number of diverse activities including artistic, cultural, and educational activities with entertainment above the various festivals for families and children.

Desk Research

At first, we started searching about the availability of ticketing on Twitter. We found out that people have this problem when they wanted to go to the place they have to register in so many apps and websites or they don’t have enough knowledge about where to book this activity. so they are finding difficulties in finding tickets.

Challenge

There are so many places to book activities for children which made it confusing and overwhelming for the children.

There is a lack of knowledge when it comes to activities for children.

Children have a lack of knowledge on activities for them.

Goals

Share and send their experience with their friends

Variety of activities for kids in one place

Making booking process easy

Target users

7–9

User Research

We asked children and their mothers about what they liked (places, games, etc.), what apps they frequently used, and some other questions, that can help us with our research. Also, we observed children and figure out what they do normally during the day.

User journey

business analysis

C&C analysis:

Key insights

Most of our competitor uses a simple language to communicate with the users (kids), also the gamification is very motivating for the kids and a lot of our competitor use it, the kids love to share their experience with parents and friend but not all the competitor offers this feature, the navigation and visual communication was great and clear. the age ranges starting from 1 to 16.

Leaf diagram

Business and user need

Affinity Map

Affinity map Insights:

kids usually use tablets or smartphones and apps, they use them for watching, playing games, and learning new things. the children have different hobbies and likes, they use technology a lot and they are tech-savvy and fast learners, also they use social media a lot, and they admire the YouTube influencers, they like to play in groups and alone, they have interest in many sports, art, tech, games, cinema. they need more outdoor activates and events, and they want to engage more with each other.

Our observation:

Children and their parents don’t know what is the activities available for them, or for which age and we noticed that the covid-19 had a huge impact on the children’s social life because their parents care about their children safety and isolate them, and also because the school is now remotely, so they feel bored with the long free time they had.

persona

Problem Statement

our Saudi Children’s want to have fun and practice new experiences but they have no idea where to go and what is the events happening in their city. Our solution should aim to provide a simple way for them to have fun and go out.

Key features

Visual Design

Color Inspiration

Information Arcticture & UI

user flow

Task flow

Card Sorting

We did a cart sorting on 10 kids, and we use words with pictures to make it easier for them.

sitemap

before wireframing

The test we had made on children before wireframing

We want to know level the level of technology of our users, so we used adult shopping and booking websites. We gave them a simple task like booking a movie or buy something. We tested on ages 6 to 10 years old.

We find out that from age 7 to 10, we know exactly how to navigate adults’ websites Except for the payment step, they gave the device to their parents to pay.

Annotated wireframe

solution

our aim is to Provide kids with a platform that lists all the kid’s events with all the details and information, and age ranges, and they can book the event easily and have fun! Provide them with a safe community in which they can reach their peers and have fun. Also, we noticed that children use adults platforms that not suitable for their age and this could affect them negatively. That’s why we wanted to create a safe platform for them.

Usability testing

UI A/b testing

Prototype:

Conclusion

  • We learned a lot and understood kids.
  • We learned how to deal with kids.
  • We were able to sympathize with the kids.
  • We discovered how they use technology and what they use it for.

At first, it was a challenge for us and we didn’t know how to deal with kids or understand them. Then it turned out to be the most exciting experience with its difficulties and challenges.

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