Kody Learning app

A playful edutech project that sparks curiosity and builds coding skills through interactive lessons, games, and hands-on exploration.

Project Type
Mobile app
Role
Solo Designer
Duration
4 Weeks

The Problem

the age between 9-12 is learning very fast, have curiousity and in the phase of building problem solving skills. During my job as part time robotic intrustor, I found the age between 9-12 was really interesting, they were impressingly learning very fast and they are very curious about all new technology.

There's not too many apps to support their learning journey when it comes to programming or robotics, either it's too childlike so the kid get bored quickly or complicated, so he will be overwhelmed and lose interest.

The Goal

identify the best approach to teach programming to kids of age between 9–12 that could be suitable for the age range and feed their curiousity.

1

Research

2

Define

3

Design

4

Test

Research

After a deep dive into the psychology and the advanced methods in teaching programming, According to Jean Piaget, kids’ cognitive ability to reason, infer, and make connections is still developing, The age between 7-12 understands the world through logical thinking but not independant concepts
the finds says that the age 9-12 has a very good relationship with with touchscreens. He/she knows how to scroll and swipe, how to work with navigation, how to subscribe etc
Found a lot of studies that are concered about the difficulty of programming for that age, and some of them are more concerned about either it’s too much for the kids to absorb.
After seeing the psychology in this space, I wanted to hear from my target audience’s experiences

Define

Ideation and prioritizing ideas

To help with coming up with the best idea, I used the 2 min idea generating method and arranged them on complexity-value feature prioritization graph to find out the best idea that would be doable to apply.
Creating the task flow allowed me to visualize the feature from the user's perspective. decide how the app would be organized, and
look for ways to implement the features that I found were important to customers.

Design

Major Improvements to the Design

Conclusion

This was my first UX project (Hooray)! 🎉. More than the actual output, however- I’m immensely grateful to have been through an entire UX process so I can see what it’s actually like. On that note, a few things I’ve learned:

Iterate as much as you can.
In the beginning stages, I’ve explored so many different options to try finding the right solution for my student users- I’ve ended up “restarting” my project over 3 times with over 9 iterations of my FIGMA file to make sure every aspect of the app was designed with intention. Not to mention- I have a better sense to obey WCAG standards next time!

Be insight- not process-driven.
Despite weeks of research + development, my first version of this case study was full of unnecessary text at this stage instead of tying everything into the bigger question- “so how does this fit into the bigger picture”? Hence, I cut down the copy by more than 60% and focused on the major points in my project. Hence, going forward I believe focusing more on the insights will improve my storytelling abilities to others.

You didn’t fail- you just found 100 ways that didn’t work.
From noticing mistakes in my UI to uncovering more foundational UX problems in my app, I’m thankful to have constantly asked for feedback from my peers and my mentor. In the end, I pushed to have the app as best I could, and did not let my own thinking stop me from questioning if my own decisions were truly best for the user.
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