EcoKids Adventures

Passing the torch of sustainability to the next generation.

"Ocean acidification, pollution, deforestation, and the climate crisis are pressing issues facing current and future generations. The agriculture, transportation, and energy industries are major contributors to these issues." - Sentient Media

The purpose of EcoKids Adventures is to invest in and build up the next generation of Junior Eco Warriors!

Eco Kids Adventures case study cover image, depicting ui design

Snapshot

Overview

In February 2024, our team set out to help our client crack the code of providing an online resource that would cultivate the next generation of Junior EcoWarriors: kids who grew up environmentally-conscious and would desire to do their part to help protect our planet's environment.

A project challenge we faced was on how to build for our primary user, the children, when in fact it is their parents or guardians who have to be sold the product.

Below chronicles what we set out to do, and what we accomplished.

Timeline

July 2024

Client

Bootcamp Project

Industry

Education

Role

UX Designer

TEAM & Duties

3 Members:
 User Research
 Ideation
 User Interface Design
 Wireframing
 Framer Coding
 Prototyping
 User Testing

Understanding Our Users

Based on our user interviews, we created two user personas, Tanner, a 6-year-old, and his dad, Jordan. We catalogued their very different needs in two separate lists. We used FigJam to track of all our user research findings, as well as project management schedule.

"Which User Is Primary?"

Typically, we thought of a user also being the main decision-maker, when it came to accessing their products. Makes sense: if the user wanted something, they would go ahead and buy it. Not quite so in this case.

Ultimately, we determined that each of them would be the primary user, but for different parts of the product: Tanner would be the primary user of the actual site and game interfaces, while Jordan would be the primary user of the site's onboarding.

Some key methods we used during this phase included affinity diagramming, persona mapping, user journey & storyboarding, and the "I Wish, I Like, What If" method.

Ideation

Dot Voting

Our team brainstormed ideas based on User Interviews, competitor analysis (SWOT method), online research, and our own creative thoughts, to produce a cluster of notes, on which we then voted.

Feature Prioritization Matrix

We then used a Feature Prioritization Matrix (complexity vs. impact) to narrow down our ideas into a few actionable features that we would work on.

Heuristic Analysis

Since the client did not yet have an existing Website, we performed heuristic analyses on competitors to determine the strengths and weaknesses of their Web interfaces.

Sketches & Flows

We created hand-drawn sketches of the onboarding UI and Loading and World Map screens, iterating them into low-fidelity, and eventually, high-fidelity, prototypes. Here is where we transitioned from FigJam to Figma.

Outcome

High-Fidelity Prototyping

Below are some screenshots of finished product, a high-fidelity, interactive prototype in Figma. The "Forest Firefight" sample game demo was created using Framer.

Style Tile

Lastly, we reviewed all our visual design notes and deliverables to refined a style tile, as an at-a-glance summary  of a fuller style guide that could be shared with fellow team members & developers.

Takeaways