TypingTigers
Vocabulary that's fun!
Timeline May 16 - May 18 2021






01 | Project overview
What is TypingTiger?
"Typing Tiger" is an immersive game where children complete word spellings to progress through a captivating story. The app's main mission is to boost children's vocabulary.
PROBLEM
Children struggle with learning new vocabulary and need a compelling method to learn new words and expand their vocabulary, overcoming obstacles for successful language development.
01
Short attention span
02
Insufficient exposure to rich language
03
Lack of reinforcement
Current obstacles
4
Playable characters
10
Difficulty reading levels
20
Options for customization



"Typing Tiger" is an immersive game where children complete word spellings to progress through a captivating story. The app's main mission is to boost children's vocabulary.
SOLUTION
An interactive spelling game designed to address children's vocabulary challenges, catering to short attention spans
01
Captivating story format
02
Rewards system
03
Character costumization
Key features
4
Playable characters
10
Difficulty reading levels
20
Options for customization



PROBLEM
Children struggle with learning new vocabulary and need a compelling method to learn new words and expand their vocabulary, overcoming obstacles for successful language development.
Current obstacles
01
Short attention span
02
Insufficient exposure to rich language
03
Lack of reinforcement



SOLUTION
An interactive spelling game designed to address children's vocabulary challenges, catering to short attention spans.
Key features
01
Captivating story format
02
Rewards system
03
Character costumization



02 | THE PROCESS
Context
02 | THE PROCESS
Context
During a 3-day education-focused hackathon, I collaborated with 3 designers and 3 engineers. I researched educational games, developed sketches and mockups, and explored UI patterns for maximizing user attention.
I led the team, enhancing communication and overseeing project planning to meet a 3-day deadline. Our prototype impressed judges, winning against over 12 teams and showcasing gamified learning's potential.
During a 3-day education-focused hackathon, I collaborated with 3 designers and 3 engineers. I researched educational games, developed sketches and mockups, and explored UI patterns for maximizing user attention.
I led the team, improving communication and overseeing project planning to meet our 3-day deadline. Our efforts paid off as our team's prototype impressed judges and won against over 12 other teams, showcasing the potential of gamified learning.

Getting the Project Started
Conquering Communication Challenges!
Early on, designers and engineers were working in isolation, developing separate visions.
Drawing from my management experience, I proposed a goal-aligning workshop to address this issue.
This initiative led to three key discoveries, and the idea of making a game.

Had children
01
Nearly everyone in the group had young children, each facing unique challenges with vocabulary

Not engaging
02
Children struggle with vocabulary improvement due to short attention spans, and lack of reinforcement

Children's books
03
Parents frequently read storybooks to their children, but some struggled to find time to teach their children.
VISION
Crafting an MVP
We settled on the idea of a fun vocabulary game, conducted user research and interviews with parents, and quickly sketched ideas on paper. The result was our MVP—a spelling-based story game.
01
Draw inspiration from children's books
02
Autonomy for children
03
Inspired fun and excitement
04
Let parents monitor progress

COMPETITION
Nothing on the market effectively engages children's attention towards learning
What could we do better than others
To refine Typingtigers' UX, I analyzed Listonic, Bring!, and Yummly, focusing on user experience, unique features, and gaps.
Due to hackathon deadlines, I created a general comparison chart instead of detailing each app's strengths and opportunities separately.
I led the team, improving communication and overseeing project planning to meet our 3-day deadline. Our efforts paid off as our team's prototype impressed judges and won against over 12 other teams, showcasing the potential of gamified learning.

AUDIENCE
Delving into the needs of busy parents and children
I sought to gain a deeper. Through interviews with 5 parents, I uncovered how a busy parent's work life could affect their children's education, utilizing personas, journey maps, and empathy maps.
Meet Mia!
A 36-year-old mom of two, working as a vet technician, seeks ways to improve her kids' vocabulary despite her busy schedule.
Goals
Discover tools to enhance her kids' vocabulary while juggling her schedule
Pain Points
Struggling to find time to teach her children

Mia's current journey
Mia seeks to enhance her kids' vocabulary with online resources but feels too tired to fully assess them. Trying one requiring less supervision, her kids quickly lose interest, leaving her frustrated.

01
🤩 Inspiration
While venting frustration, a coworker recommends online resources for her kids.
02
🤔 Explores options
Skims resources, selects a few items, but feels too tired. Plans to assess them the next day.
03
🌞 Chooses a resource
After searching, she chooses one requiring minimal supervision, hoping it suits her schedule.
04
😔 Unhappy results
Attempts it with her children, but they lose interest quickly, leaving her frustrated.

What's Mia feeling?

Mia doesn’t feel that she has the time or energy to cook, but would love to find something new, quick, easy, and most importantly, delicious!
😄 Says
Desires her children to excel in school but lacks the time and energy to help them do so.
Finding engaging educational tools for her children that require minimal supervision is as stressful as her work.
🧠 Thinks
🌞 Does
She works as a full-time vet tech, and she discusses with coworkers to learn how they teach their children.
Frustrated that her busy work schedule often prevents her from reading to her children as she used to.
😔 Feels



Meet Jacob!
Jacob, 5, is a curious and energetic kid who loves exploring and asking questions.

Journey Map:
Jess tries to pick up missing ingredients for a Pinterest recipe on her way home. Short on time and energy, she ends up making something quick and plans to try again tomorrow.

Empathy map
Jess feels she lacks the time and energy to cook but wants something new, quick, easy, and delicious.
SOLUTIONS
What would a potential solution look like?
After reviewing project notes and maps and communicating with engineers, we sketched user flows and wireframes. I concentrated on the game flow itself. These are some of my original ideas, which I later refined and iterated upon.
Key features
01
Sentence with a blank to fill a word
02
A button that speaks the word that needs to be spelled
03
Breadcrumbs for guidance and coins for rewards
04
Big images to mimic storybook, and maintain children's attention

What does Jake want?

Jacob wants to play a game where he can control characters similar to the books his mom reads him.
Jake


Wireframes
Since the project mainly required us to focus on designing the interaction for two users, parents, and children with a unique user flow. Each designer was responsible for certain flows.
I led the team, improving communication and overseeing project planning to meet our 3-day deadline. Our efforts paid off as our team's prototype impressed judges and won against over 12 other teams, showcasing the potential of gamified learning.

CHALLENGE
Last-Minute Rethink: Kids Need a Hand!
During testing, we found that children of a certain age couldn't read sentences. With only a day left, we had to rethink our vision of autonomy without parental intervention.
In talks with engineers, proposing text-to-speech was a no-go. So, we reframed the game to engage both parents and children.
While this adjustment wouldn't directly cater to Mia's needs, we remained confident that our game would still engage children

Let's Work
Together
info@mysite.com
123-456-7890
500 Terry Francois Street,
San Francisco, CA 94158
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