Space Xplore

A tablet app created to be interactive and educational to learn about space

Space Xplore helps create an engaging learning experience by featuring a personalized profile, leveling up with friends, challenging quizzes, images, and videos.

House2home Landing page

The Challenge

Education is fundamental to development and growth, but sometimes learning can be boring and hard to absorb the essence. Adobe Creative Jam challenged the UX Designers to design a tablet app that helps kids, who are between the age of 11-13 to learn more about space exploration by teaching about a single or multiple NASA JPL missions.

Two UX designers teamed up to participate in the challenge with no involvement from any mentors.

GOALS

Design a third-party (not NASA JPL branded) Andriod tablet or Apple Ipad app that provides an engaging way for kids to learn and share space stories, facts, and topics.

ROLE

Information Architecture
UX Design

SCOPE

Adobe Challenge Project
iPad App

DURATION

7 days

TOOLS

Adobe XD

Team Members

Alice Sung, Makayla Chen

ROLE

Information Architecture
UX Design

SCOPE

Adobe Challenge Project
iPad App

DURATION

9 days

TOOLS

Adobe XD

Team Members

Alice Sung
Makayla Chen

Research

Insights found through user research

  • Kids have shorter attention spans than adults, and the way to keep their attention is to find a common interest.

  • Eyes target images first before the text.

  • Realistic images make the visual more appealing.

  • Interactive learning keeps kids engaged and focused longer

  • Kids like to share their activities with friends so they can follow along on the same activities.

Empathize & Ideation

Define Frustration & Brainstorming

Hard to recall what kids just learned a few moments ago

Although the real-life image method did attract attention from kids visually, it’s still easy to forget what they just learned, so we were trying to figure out how might we make the app experience memorable?

Ideations for the HMW question  

  • Use comparison data to make the learning easier to memorize.

  • Use quiz feature to enhance the memory of what kids have learned.

  • Continue learning without interruption by searching from other 3rd party platforms.

  • Win rewards from the quizzes to personalize their profile as a milestone announcement.

critical screen sketch

Users

Target Audience

chelsea 24 years old
  • Users between 11-13.

  • Users who own tablet devices.

Persona

chelsea 24 years old

FRUSTRATION

Hard to stay engaged in the content with lots of text to read

GOALS

Learn and remember the content for classes with engaging experience.

Prototype

Sketches

Sketching on both ends creates a better communication

When the user flow was completed, we moved on to the sketch phase. Since everyone has different thoughts and ideas, a compromise needs to be established first. Both of us sketched what we had in our minds, then we voted on the sketches that would work the best.

critical screen sketch

Wireframe & Guerrilla Usability Testing

Guerrilla Usability Testing on low fidelity mockups

During the testing, I found out my niece tapped on the primary button to start which was our intention, But I saw there was a moment of friction when she tapped on the Future of Mars mission, and that was because the screen didn’t have images above the buttons. By having this in mind, we have iterated the wireframe to improve the user experience.

critical screen sketch

What I have learned from Space Xplore

01 LEARNING

Communication is significant in a team on a short deadline

Communication drives the process flawlessly. Because both of us listened and respected every opinion, it was easy to progress to the next step. When there was a disagreement, we provided the documentation to back up the rationale.

02 LEARNING

Scrolling could stop kids from reading

I found out that scrolling could stop users from reading. Scrolling means more to read which in turn causes to lose patience and skip the text.

03 LEARNING

Interaction during reading increases engagement

The quiz feature help kids recall what they just learned, but adding more interaction while reading could help increase higher engagement and enhance memory.

The Final Solutions

Futuristic. Realistic. Competitive.

Futuristic Interface

Space rocket interface simulator

Space Xplore empowers kids to learn about Solar System by piloting the space rocket to each planet as a commander.

package deal
Budget Filter

Realistic V.S Fictional

Real-life images don’t just arouse but also satisfy curiosity

Space is mysterious to kids since all the planets in space are too far to see from Earth by eyes. Space Xplore includes authentic images to satisfy users’ curiosity.

What, Why, Who, Where, When, How.

Now with some understanding of the challenge and the solutions as "What". I would love to introduce the journey of forming Sknow, it was a sweet and sour journey, but “Keep failing, Keep learning” actually helped me improve on designing a better user experience.

This journey was based on a true story, her name is Leona.

Peer Pressure

Competitive strategy is also a motivation for learning

Space Xplore implements social psychology method to increase engagement. When kids see their friends accomplished some challenges, they will try to do the challenge to follow up.

package deal

Space Xplore Prototype

TRY PROTOTYPE HERE

The Process

The mysterious journey of Space Xplore

Team Schedule

Makayla was based on the West Coast and I was based on the East Coast. Since the time zone is different, I then quickly created an excel sheet and asked both of us to fill out the availability, this strategy facilitated the entire communication which only took us 3 minutes to come to an agreement.

RESEARCH

User Interview
Competitive Analysis

Ideation

Identify frustration
Brainstorming solutions

Prototype

Sketches and wireframe
Design Hi-fi mockups

Research

User Research & Interview

Unique behavior for kids

We found out kids have shorter attention spans than adults, and the way to keep their attention is to find a common interest. One of the interviewees mentioned she had no idea what Neptune was, and the interviewee took a look at Neptune was because it looked cool. By keeping the insight in mind, we decided to incorporate a futuristic design in the app

Eyes target images first before the text

When I compared the difference between kids and adults on the books with similar topics, I found out the books for kids had more images than the books for adults. This discovery also represents more images more attention.

critical screen sketch

Competitive Analysis

Real life images make the visual more appealing

After visiting the library, we downloaded a few tablet apps to see what information or design contained in their apps. Then we found out all the apps used realistic images instead of illustrations when the content is about the planets. We then realized that the real-life images helped attract kids' interest and trigger their curiosity to learn more.

The differences between kids and young teenagers
Our team planned to use illustration to tell the story, but the research stopped us from moving forward with such an idea. Because the target audience at the age between 11-13 usually would consider cartoons and illustrations are for younger kids. This approach will cause the target audience to neglect our app and result in a critical failure.

critical screen sketch

Space Xplore Key Screens

EXPLORE WITH US

Space Xplore helps Charlie visit each planet by piloting the rocket as a commander.

key screen select a style

EASY ACCESS

Users can learn more about the planet without searching on a 3rd party platform. Such convenience saves Charlie lots of time from researching through her laptop.

key screen package deal

REFRESH YOUR MEMORY

Space Xplore challenges each user and rewards users with a prize at the end of each lesson. These challenges will help users to recall what they just learned.

key screen more or less

PERSONALIZATION

Users can use the rewards they earned from the challenges in their profiles. These rewards drive users to complete all the challenges.

key screen package deal

MORE CHAPTERS

Space Xplore will add more JPL missions for users to learn when they completed all the challenges.

key screen more or less

Did we win the top 10?

Our team wasn't on the top 10 winners list, but we were on the top 100 teams list. With high commitment and effort, we got ourselves a free six months subscription to Adobe Suites.

More information?

Would like to know more in detail of how I discovered the insights to build Space Xplore?

Send a message to me and I would be more than happy to go through a 15 minutes presentation with you.

Detail in:
  • User Journey

  • User Interviews

  • User Stories

  • Design Decision