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Yanisa Freres

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Logo

Yanisa Freres

Logo

Yanisa Freres

Logo

Yanisa Freres

Logo

Yanisa Freres

✺ EMi App (Tentative name)

Emotional Wellness Companion for
Young Learners

Assessment for Good (AFG) is a research and development program that creates asset-based formative assessment tools, known as EMi, for young learners.

Client

AFG (Assessment for Good)

Duration

June - Nov 2023

Tools

Figma, Photoshop, Illustrator,

Figjam, Miro

Responsibility

UX research →

Engineering handoff

My Role

As a Lead Product Designer, I spearheaded the design process in collaboration with The Little Labs. This involved everything from conceptualization to handing off the designs to developers. I developed a gamified assessment interface, creating a safe space where young learners can explore their emotions.

I was responsible for designing the kid's view, including the kid's daily lesson dashboard, module page, activity page, free play feature, and parent gateway. Additionally, I designed the progress tracker for learning modules and mastery, account settings, and the entire mobile design, as well as the design system from scratch.

Team

1x Senior product designer (Me)
1x Creative director
1x Product designer


1x Project manager
2x Illustrators

Positive User Feedback

Positive User Feedback

Learners enjoyed the app's friendly look and fun features, making emotional learning enjoyable.

Foundation for Development

Foundation for Development

Created a flexible design system and documentation to support future feature additions and updates.

Overview

Young learners use EMi as a wellness companion to help them understanding, tracking, and mastering their emotions.

This gamified self-monitoring tool empowers learners to develop emotional intelligence, leading to improved learning experiences and more informed decision-making by the adults in their lives.

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Challenge

Existing assessment products are often extractive, focusing solely on gathering data to share with adults and peers. They do not provide a safe space for young learners to express how they actually feel.

EMI seeks to empower learners by providing control over their experience information and a safe space to express their feelings. This aids adults and peers in understanding them, fostering opportunities for success.

Goal

How might we create an engaging emotional assessment tool that helps young learners understand their growth and explore their environments safely?

More specifically:
✹ Develop Engaging Assessments


✹ Promote Emotional Awareness and Growth
✹ Encourage Continuous Engagement
✹ Foster Supportive Environments


✹ Ensure Accessibility and Inclusivity

Solution preview

Kivibe Check

A Simple Method to Understand Emotions

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homeschool
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homeschool

Homepage World Building

Stay engaged with Interactive World Building

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homeschool
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homeschool

Domain Assessment

Gain a Deeper Understanding of Emotions in Fun Ways

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homeschool

Progress Dashboard

Understand the Progress in Depth

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UX Research and Findings

Discovering how to empower young learners to understand their emotions

As a team, we developed our UX research plan. This included conducting a competitive audit and a workshop to gather user insights from the research team, as well as creating user journeys, flows, and wireframes.

Competitive Audit

Analyzing the market

We conducted a competitive audit of wellness and emotional tracker apps to familiarize ourselves with the market. We identified multiple ways in which these competitors provide a better user experience than EMi:

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Key Insight from competitive review:

✹ Interactive tutorials for confidence-building


✹ Animated transitions for rewarding navigation
✹ Evolving visuals to keep the app engaging

Target Users and Personas

Understanding who are we designing for

Although we didn't speak directly with users, we analyzed their information. We held a workshop with the client and research team to identify patterns, pain points, and ways to streamline user flows.

We create personas & empathy mapping based on the information from the workshop and research.

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Key Takeaways

Learners
✹ Desire short assessments for understanding emotions without overwhelm.
✹ Seek fun activities for managing emotions in various situations.

Educators/Caregivers
✹ Need a dashboard for quick summaries of students' emotional well-being to identify those requiring extra support.

Ideation to Conception

Ways to Enhance the Fun in Emotion Check-ins

We developed five alternative concepts. We continually refined the story and ideas to resonate most with users in this age group. The 'World building' idea emerged as the winner.

Defining the feature set

Ensuring a Comprehensive Feature Set

✹ Core Features for Learners:
🙂 Tracking Emotions and Self-monitoring
📝 Guided Assessments
⚙️ Emotional Toolkit Activities
🕹️ Gamification Theme

✹Core Features for Educators and Parents:
📊 Intuitive Data Visualization
🗒️ Actionable Reporting
📢 Communication Channel

User flow

Collaboratively optimized core assessment flow

Together with the team, we conducted a workshop to develop a high-level user flow. We focus on creating a seamless flow from entering the platform, performing the assessment, to receiving feedback.

Gamification Design and Reward System

Engaging Learners Through Gamification and Rewards

We devoted time to planning the game loop and strategy to maintain a logical in-game currency economy. Here are some design artifacts related to the game loop and reward system.

Accessibility

Inclusive Design for All Learners

We conducted workshops to identify the required accessibility features. Below is the EMi assistant, which young learners can use to activate these features as needed.

Design Artifacts

Design Artifacts: Design System, Documentation, and Handoff to the Development Team

One of our primary focus is the design system. As a three-person design team, our responsibility is to maintain this system in a way that allows other team members to use it with ease. This also ensures a smooth and timely handoff to developers.

Learnings

Empathetic Design

One of the most important lessons was understanding the need to create a safe and supportive environment for young learners to express their feelings. We focused on integrating features that prioritize emotional safety and foster a sense of understanding. This meant designing with empathy, ensuring that every interaction felt nurturing and supportive.

Iterative Design and Flexibility

We learned the value of embracing an iterative design approach, where we continually refined our designs based on real user feedback. This flexibility allowed us to adapt and evolve the product to better meet the needs of our users. By staying responsive to insights and being willing to make changes, we ensured that the final product was both effective and engaging.

Gamification and Engagement Strategies

We discovered the power of gamification to boost engagement and make learning fun. By designing a balanced reward system, we motivated continuous interaction and created a positive user experience. Gamification elements helped keep young learners interested and encouraged them to keep exploring and learning.

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Whether you were here for business or just happened to wander by. Thanks for stopping by my little corner of the internet.

Yanisa Freres

Ⓒ 2024


Whether you were here for business or just happened to wander by. Thanks for stopping by my little corner of the internet.

Yanisa Freres

Ⓒ 2024


Whether you were here for business or just happened to wander by. Thanks for stopping by my little corner of the internet.

Yanisa Freres

Ⓒ 2024


Whether you were here for business or just happened to wander by. Thanks for stopping by my little corner of the internet.

Yanisa Freres

Ⓒ 2024