Aurora

Digital wellbeing of children

Overview

Both children and their parents struggle to set boundaries when it comes to digital wellbeing, mainly because of lack of education on the topic itself and because of technological advancements. Aurora is a routine night light that empowers kids to be aware of digital wellbeing, whilst bridging the relation between parents and kids through combined awareness on the topic.

Challenge

How might we design for behaviour change of children making them conscious of their use of technology and help them create a balanced use?

Role

Researching, digital ethnography, ux research and relevant tools for analysis , conceptualisation, service design

Tools

Figma

Project Collaborators

7 group members

Year

2021

Methodology

The process focused on both the first diamond of UX “Discover and Define” and second diamond "Develop". Research insights according to the protocol shown below directed developing the solution during second phase.

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Desk Research

Technological independence is reached at an earlier age every year. Currently, 65% of children have their own phone by age 12.

62% of children have had a negative experience online. Only 24% of children recognise technology as harmful. Between them they report these concerns:

A correct use of technology can help
them to fulfill their needs:

Who am I?

Stage of identity and role confusion. They look for a social relationship.

52% of children reported that social media improved their friendships.

30% feel more confident and outgoing thanks to social media.

71% of parents belive that technology is more harmful than beneficial for children.

Moreover, they see tech as an obstacle for friendship and education.

Benchmarking

Self-contained

Such apps more fun than intrusive ones

Positive Reinforcement

Through time off device detection

Enagaging

Lack of reward for screen-off time

Intrinsic motivation

Gamification can be used to trigger

Positioning

Digital Ethnography

At this phase two main questions were shortlisted for further investigation: family values and technology, parents concerns regarding device usage. Using data scrapped from Facebook and Reddit we were able to get further insights for the design concept.

Frequent concerns

Social media, privacy, sleep issues

Negative

Taking frustration makes it worse

Positive

Safety and health are positive factors

Neutral

Change, regularity and possibility are neutral

Concept

Designing an engaging product (gamification) that helps keep a balanced use of technology.

Designing an engaging product (gamification) that helps keep a balanced use of technology.

Designing an engaging product (gamification) that helps keep a balanced use of technology.

Designing an educational product (guidelines) that help parents manage their kids’ wellbeing easily.

Designing an educational product (guidelines) that help parents manage their kids’ wellbeing easily.

Designing an educational product (guidelines) that help parents manage their kids’ wellbeing easily.

This night light is an individual totem with personal meaning to its user. Situated in the bedroom, it gently nudges pre-teens into making the right choices related to nighttime tech use.

User Storyboard

UX Journey

For UJMs and CJMs we divided our user into 2 categories and our customer into 2 categories and then developed one combined journey for the categories, this was done to address maximum user types.

User Journey Map

Customer Journey Map

MMD

Mental Model Diagrams developed to interlink hiccups from both users (parents and kids) and highlight significant design hints from these.

Service Design

Developing in depth the backend of our product line and how it would work from production to execution to later customer services. We developed in depth blueprints for the service as well apart from the summarised Service Diagram below.

Product Design

Aurora can be seen as a sort of totem for the kids that allows them to feel more connected to reality. This avoids providing a solution for "digital wellbeing" through only digital means.


The brand name is a metaphor of a new hope that lights up the street for the child’s wellbeing.

The colors refer to the warm and magic lights of the Aurora, and the deep blue of the night sky.

Prototyping

Product Design

Aurora can be seen as a sort of totem for the kids that allows them to feel more connected to reality. This avoids providing a solution for "digital wellbeing" through only digital means.


The brand name is a metaphor of a new hope that lights up the street for the child’s wellbeing.


The brand name is a metaphor of a new hope that lights up the street for the child’s wellbeing.

The colors refer to the warm and magic lights of the Aurora, and the deep blue of the night sky.

The colors refer to the warm and magic lights of the Aurora, and the deep blue of the night sky.

Prototyping

Vase

Taller, organic shape, for vertical phone insertion. The relatively wide diameter made the phone rattle against the tall walls of the cylinder making it feel like a toy. Not User friendly.

Sphere

Compact shape with slanted bed for the kid’s phone. The phone protrudes from the opening by a little, which keeps the product nice and small. Compact, gives feeling of a buddy for kids, positive experience.

Basket

Wide nest with a round base for horizontal phone placement. The flat bed for the phone is promising, but the ellipsoid is large with vast empty space making your phone feel like an alien or sitting in bed feeling. Unpleasant user experience.

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