Streaming Tablet App for Kids

KIMO is an online streaming tablet & mobile application for children and their parents.
Main screen for  an online movie streaming app for kids
Company
Canua is the first-ever personal finance automation platform.
Industry
Fintech, Banking
Role
Product Designer
Key Areas
Visual Identity
Visual Design
Branding
colors
Typography
Product
personality

About

KIMO is an innovative online streaming tablet application designed specifically for children and their parents. Tasked with developing a Minimum Viable Product (MVP), the project unfolded over an extended timeline of 10 days, initially planned for 6. As the sole designer on this endeavor, my role encompassed the entire design process.

The core objective of KIMO is to provide a curated and engaging platform for children, offering a secure and enjoyable streaming experience. The application's user-friendly interface caters to the unique needs of both children and parents, ensuring a seamless and interactive viewing environment. This project not only underscores my ability to navigate tight timelines and deliver results but also showcases my proficiency in crafting designs that prioritize user experience, safety, and entertainment for the target audience.

Stats & Results

Timeframe
10 days
Team
3 people
Result
MVP
Sprints
6

The Design Process

01
Unpack
At the project's onset, I strategically crafted a Spring Schedule to efficiently manage tasks and time. This included outlining key processes and tools, as well as conducting a thorough analysis of the business case and competitor landscape.
02
Research
Initiating user research, I conducted a survey targeted at Hungarian parents, followed by a pilot survey for international parents. Subsequently, a final survey designed for an international audience was executed to gather insights into target behavior and preferences. This phase also involved user interviews and an extensive review of academic and other articles to deepen our understanding.
03
Define
The Define stage began with the creation of a comprehensive journey map and empathy map. Insights from third-party research, including article reviews, were summarized. This laid the foundation for defining personas and establishing the product's personality. Design principles and Points of View (PoVs) were then defined to guide subsequent design decisions.
04
Ideate
Leveraging design studio techniques, I engaged in ideation sessions to conceptualize potential features, followed by sketching to distill key insights. The outcome was a curated list of features (TODOs) essential for the project's progression.
05
Visualize
Moving into the Visualization phase, I translated ideation outcomes into wireframes and UI designs. This process incorporated sketches, design principles, and the established product personality, ensuring a cohesive and purposeful visual representation.
06
Prototype
The final phase involved creating a prototype with detailed animations for micro-interactions. This interactive model served as a valuable tool for the client, facilitating usability tests and ensuring the alignment of the design with user expectations.

Unpack

Debriefing

In this phase, I developed a 4x4 Mini-Design Brief. I had certain assumptions about the target audience, identifying conscious parents and their kids as the ideal users. Recognizing the substantial size of the 6-12 age group, I proactively planned for target segmentation, distinguishing between older and younger children to better tailor the product to their specific needs.

This framework helps articulate project goals, understand the target audience, visualize the desired outcome, and clarify the overarching purpose of the design endeavor. By providing a clear and focused snapshot of critical project aspects, the 4x4 Mini-Design Brief serves as a practical guide for designers, fostering efficient decision-making and ensuring alignment with project objectives.

Design briefing method
Design Process & Sprints

For the initial phase, I established a Spring Schedule to effectively manage my time and tasks, accompanied by a basic outline outlining the planned processes and tools. Initially, the client allocated a 6-day timeline for the entire process and MVP delivery. Subsequently, we extended it to 10 days.

Workflow for an online video streaming app for kids
The Business Case

In the Business Case, my research revealed an extremely limited number of movie and TV show streaming apps designed for kids aged 12 and older. This scarcity extends to kids over 8 as well. I was curious about the reasons behind the lack of such apps for older kids in the market.

For the Competitor Analysis, I compiled a table summarizing various applications and their features. I personally tested all of them on my iPad and gathered information about them. Notably, Netflix stands out by offering a more extensive range of features compared to other software. Despite not being specifically designed for kids, Netflix includes a Kid Mode.

Opportunity for screen time limitation
Supports the selection of different age groups
Supports setup for older kids (x>10)
Supports Multiple Accounts
Needs parental data - onboarding (eg. Sign in to AppStore)
Completely Free
YouTube Kids
Jellies
DisneyNOW
Cartoon Network
Netflix (set up for Kids)
Number of Apps

There are very few apps for streaming movies or TV shows tailored for kids aged 6-14, and the number is even lower for those over 12.

Accessibility

Many of these apps, especially servers like Nickelodeon, are not reachable from European IP addresses.

Media Consumption

Kids in the U.S. between 2 and 10 years old spend an average of 18.6 hours per week engaged in screen-based play.

Parental Control

On average, 38% of parents use home-network filters, while 31% use parental control software.

Parental Behavior

Parents of younger teens (ages 13-14) are more likely to restrict the time or specific times when their teens can go online compared to parents of 15 to 17-year-olds.

User Research

Survey

During this phase, I encountered both failures and successes, which is part of the nature of UX and creative work. I initiated with a survey for Hungarian parents, followed by a pilot survey for international parents. The final survey was then conducted for an international audience, aiming to gain a basic understanding of the target's behavior.

In the pilot phase, I found it beneficial for testing my questions, especially across Hungarian and international parents. However, I decided to only present the results of the the third survey here. The quantitative research results revealed several insights:

What are your favorite activities with your kids?
Quantitative research results
3rd Most Favorite Activity

Parents and kids enjoy watching TV shows and movies together.

Parental Control

A notable percentage of kids use their parents' digital devices without permission, while only 33% of parents use parental controls.

Limits on Watching Movies

About 22% of parents set limits on movie-watching.

Password Protection

Password protection is favored, as 72% of kids don't know the passcode to their parents' mobile phones.

Satisfaction - Parental Control

Regarding parental control, 50% use it on tablets, but overall satisfaction with existing systems is low.

User Interviews

By the end of this phase, it became clear to me that the surveys conducted were insufficient for accurately gauging the needs and pain points of parents. Additionally, the results lacked statistical significance. To delve deeper and gain a more profound understanding of the target audience, I decided to collect more data. This led to the recording of user interviews, focusing on the participants' personal experiences, problems, and needs.

As part of my usual process, I transcribed the questions and answers into an Excel file for comprehensive analysis.

Visualizing the interview results, I created an affinity diagram highlighting the participant's most common fears. It emerged that the participant maintains a cautious distance from technology, despite acknowledging its utility. The participant expressed concerns about encountering negative and inappropriate online content, particularly fearing the kid's exposure to sexual content. The participant also shared worries about potential technology addiction. They believed that a combination of education, well-defined boundaries, and parental controls could collectively address these concerns, fostering the development of the kid's self-control.

James

34 years old, father of a 10 years old boy

He is going to detach - I fear that period, that's why it's important to have rituals.

Mark

28 years old, father of a 6 years old girl

I would like to be informed until a certain age about what she does because there are a lot of bad things out there.

Thomas

37 years old, father of a 7 years old boy

I believe, for example, sexual content on the internet is the most problematic. When your child sees it, and you start talking about it, it can block your brain. Traditionally, we are wired not to discuss such intimate matters. I encounter problems with it as well, and I think we need to educate ourselves, including our language and toolkit, to overcome the fear of discussing it.

Sarah

34 years old, mother of a 9 years old girl

Children and adults can easily become addicted to it.

James

34 years old, father of a 10 years old boy

Social media has its dangers.

Thomas

37 years old, father of a 7 years old boy

"I've come across advertisements for porn and dating sites on a weather forecast website. I need to protect him from that kind of content.

Tanya

27 years old, mother of 2 kids

You can try parental control and different software, but these tools will never completely solve these problems. You have to educate your kid, and it can be challenging.
Further Research

At this point, I recognized that the existing data might be insufficient, prompting me to gather additional information.

I opted not to conduct interviews with kids for specific reasons, primarily due to tight project deadlines. Additional considerations include the substantial variability among kids in terms of needs, motivations, and fears, considering cultural differences and age groups as vital variables. Recording interviews with kids is time-consuming, involving ethical problem resolution, statement creation, and signing procedures, which exceeds the time required for testing with adults.

Questions about potential changes in kids' behavior under different conditions, the necessity of parental presence during interviews, and the reliability of their responses also factored into this decision, with literature review and optimal conditions formation as potential solutions.

To enhance the context and validate or challenge assumptions, I conducted third-party research, focusing on academic studies and articles from reputable research institutions. Rigorous scrutiny was applied to the institutions and study objectives. The outcome involved the identification of three crucial topics, wherein I delved into the most pertinent and significant information.

Media Consumption by Age

The table on Media Consumption by Age provides valuable insights, revealing that many kids own tablets and particularly enjoy using them. Notably, YouTube emerges as the favorite app for video consumption among kids, showcasing a diverse interest beyond cartoons and movies.

% have an own smartphone
% have an own tablet
% watch TV on other devices (than a TV set), mostly on a tablet
% play games for x number of hours per week
% they go online for x number of hours per week
% of these mostly use a tablet to go online
% use YouTube of which their favorite things are
The device they would miss the most
5-7-year-olds
5%
35%
49%
66% play games avg. 7.5 hours week
79% spend avg. 9 hours online / week
63%
71% use YouTube, of which 31% - cartoons, 18% - funny videos or pranks
TV set
8-11-year-olds
39%
52%
55%
81% play games avg. 10 hours week
94% spend avg. 13.5 hours online / week
46%
81% use YouTube, of which 23% - funny videos or pranks, 18% - music videos
TV set or tablet
12-15-year-olds
83%
55%
68%
77% play games avg. 12 hours week
99% spend avg. 21 hours online / week
49%
90% use YouTube, of which 26% - music videos, 23% - funny videos or pranks
mobile phone
Target Segmentation - Cognitive & HCI-related Abilities

Recognizing the substantial variability among kids in different age groups is pivotal for effective target segmentation.

Motor skills
Scrolling
Search
Patience
Animation and sound effects
Font Size (min)
Back Button
Advertising and promotions
6-8-year-olds
Very limited
Dislike
Dislike
Low
Enjoy
14pt
Not used
Can't distinguish from real content
9-12-year-olds
Limited
Dislike
Dislike
Low
Enjoy
14pt
Not used
Can't distinguish from real content
13-17-year-olds
Developed or partially developed
Problematic
Dislike
Very low
Problematic
12pt
Relied on
Problematic to distinguish from real content
Kids’ Physical and Mental Health

Delving into kids' physical and mental health risks associated with digital devices and the internet, the research uncovers three primary concerns: eyesight and posture problems due to excessive screen time, the risk of addiction with some kids exceeding 6 hours of device use daily, and the potential for mental disorders. UNICEF's time-limitation guideline serves as a reference for defining appropriate limits for kids.

Eyesight & Posture

Excessive screen time can be detrimental to children's eyesight, and the use of tablets and mobile devices may elevate the risk of developing poor posture.

Time Limitations

According to UNICEF guidelines, children aged 2-10 years are recommended a maximum of 1 hour of screen time per day. For those aged 10 and above, the suggestion is 2 hours per day, to be engaged in after completing homework. A strict limit of 3 hours is set, emphasizing that exceeding this timeframe may have adverse effects on kids.

Addiction

Children can become easily "addicted" to excessive screen time, and surpassing 6 hours per day may lead to depression in children. Guidelines to identify if your child is addicted include observing changes in behavior, increased irritability when not using screens, neglect of other activities, and a noticeable impact on their social interactions.

Definitions

Personas

Informed by the findings from the research phase, I developed three personas: Peter and Patricia, representing parents. Peter is the conscious and protective archetype. Rachel is depicted as Peter's child. Additionally, Patricia is portrayed as a busy mom eager to transform her habits.

Parent personas for an online movie streaming app for kidsParent persona for an online movie streaming app for kidsPersona for an online movie streaming app for kids
Empathy Map

On this map, numerous elements stand out. One notable aspect is that parents invest a significant amount of time in research and creating an environment, setting up devices for movies, and TV shows. Additionally, they diligently observe their kids while watching movies, which demands considerable energy. They also encounter various negative aspects of the internet and digital devices.

Empathy map for a product design project
Journey Map
Journey map - an online tv streaming app for kids
Design Principles

I formulated these principles based on suggestions from the Nielsen Norman Group, with a strong emphasis on flexibility.  I specifically considered the diverse needs of children across different age groups, taking into account variations in habits, motor skills, cognitive abilities, and more.

Easy & Simple Navigation

Minimizing navigation elements such as scrolling and back buttons while emphasizing swiping, tapping, and dragging interactions.

Safety & Flexibility

Parental control settings should be exclusively managed by parents, with the provision for older kids' parents to toggle parental controls on and off as needed.

Easy Coordination

Implementing large and conspicuous buttons to facilitate one-handed interactions.

Flexibility in Design

The styling should cater to all age groups and avoid appearing overly childish.

Personality/Identity Design

To begin with, I established the personality aspects of the app named KIMO, derived from "Kids" and "Movies," and also echoing the German word "kino," meaning movie theater.  The primary and essential characteristics of the app revolve around being exceptionally friendly and trustworthy.

Product personality design

Ideation

Design Studio

As the initial step, we brainstormed key features for the app using Design Studio, and the outcomes were synthesized into a mind map. Features marked with a green dot in the right bottom corner signify action items (todos).

Mindmap for an online movie streaming app for kids

Visualization

Wireframes

Prior to initiating the wireframing process, I generated sketches and presented them to the client for feedback.

Wireframe for an online streaming appWireframes for an online video streaming app
Wireframes for an online streaming appWireframes for an online streaming app
UI Design - Version #1 for the Maskot

Following the preceding phase, I engaged in brainstorming sessions for the UI design, adhering to the previously established principles. Initially considering a unicorn theme for its fun and friendly appeal, I later reconsidered, realizing that it might not be entirely gender-neutral, given the target audience of children.

Splash screen and emotional design for an online video streaming app for kidsMain screen for  an online movie streaming app for kids
UI Design - Version #2 for the Maskot

Subsequently, I crafted the next version featuring an astronaut bear, maintaining a humorous and amicable character while addressing concerns about gender neutrality.

Emotional design and splash screen for an app for kidsEmotional design and main screen for a SaaS software for kids
Other UI Screens
UI Design for an online streaming appUI design for an an app for kidsProduct design for an an app for kidsUI Design for an online streaming appIpad Menu UI design