A major international device manufacturer was looking to serve a market of 3 million families with children ages 3-9.
The client company wanted to understand what types of unmet needs existed in the family ecosystem with regards to technology, and to design a set of features to support this ecosystem.
I was hired to be part of a seven person research + innovation team. I played a contributing role in gathering the initial research, developing presentation, ideation and producing the eventual UX.
Primary Research: I was part of a team that conducted ethnographic interviews, done in homes in San Francisco and Chicago, to understand better the family device ecosystem and what behaviors were happening in the home.
Secondary Research: We gathered research from various sources: subject matter experts, family surveys, competitive analysis, whitepapers.
The synthesis of the findings from the month-long research phase was delivered as a design strategy deliverable.
UX concept: After research and strategy, UX concepts and feature ideas were brainstormed and synthesized around four experience themes. The themes were tested with parents to see what resonated, and high-fidelity prototypes were built from the most compelling product features.
Shifted the strategy from kid-specific tablet to sharable tablet with family-friendly operating system features
Documented an interaction design model based on four experience pillars that were uncovered from the research
Presented UX motion prototypes to VP-level stakeholders