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Case Study:
KidScriptz
A Reader’s Theater App for Young Students
(targeted for ages 6-8)
Vision Statement
Our product will improve reading for
young users by making reading fun,
interactive and collaborative. Our
product, KidScriptz, a reader’s theater
app, will allow students to roleplay with
other people whether it's a student,
teacher, or friend using scripts created
from grade level books and stories. This
will improve fluency, reading expression,
and comprehension. The target age
range is 6-8 with basic reading skills. We
know our product will work when we see
an improvement in reading levels among
young users.
Problem
According to an Edweek.org article, more than 30%
of children who started school during the Pandemic
needed “intensive” reading assistance. The article
also included that “more than 1 in 2 children in
kindergarten through grade 3 have little chance of
reading on grade level by the end of the school year
without major and systemic intervention”. For
children to continue to grow as readers, reading
needs to be inviting, fun, and achievable.
Solution
Create a reading app that makes reading enjoyable,
interactive, and gives students the choice of working
autonomously or collaboratively.
My Role
UX Research, UX/UI Design, Prototyping, Usability
Testing
Timeframe
6 weeks (Jun 2022- July 2022) Discover
Prototype
Kidscriptz Case Study.pdf
Kidscriptz Case Study.pdf
Kidscriptz Case Study.pdf
Kidscriptz Case Study.pdf
Kidscriptz Case Study.pdf
Kidscriptz Case Study.pdf
as
Define
Research and Planning
Strengths:
● large collection of digital books
● teachers and parents can assign
books to read
● different types of media related to
education available
● can search by grade level
● read aloud option for digital books
Weaknesses:
● log in challenging for young users
● not text for audio books
● progress tracking can be stressful for
struggling readers.
Strengths:
● helps children read independently
● multi language
● large collection of books from
around the world
● requires minimus parent
instructions and supervision
● simple UI
Weaknesses:
● only available in android
● only available for small screen
devices
● not basic learning
(Direct) Epic Books (Direct)Read Along by Google (Indirect) ABCmouse
Strengths:
● parent section unlock code
● has learning paths
● large collection of books
● has extra features like games
and virtual pets
Weaknesses:
● difficult to cancel subscription
● according to reviews, very
repetitive activities (kids getting
bored quickly)
Epic is the leading digital reading
platform—built on a collection of
40,000+ popular, high-quality books
from 250+ of the world’s best
publishers—that safely fuels curiosity
and reading confidence for kids 12 and
under.
Read Along is a free reading app for Android that helps
children have fun while they learn to read.
Read Along has an in-app reading buddy that listens to your
young learner read aloud, offers assistance when they struggle
and rewards them with stars when they do well – guiding them
along as they progress. It works best for children who already
have some basic knowledge of the alphabet.
ABCMouse is an online learning program for
children ages 2 to 8 years old that’s available
on iOS and Android devices. ABCMouse has
thousands of activities that teach subjects
such as math, reading, social studies and art.
Children vs. Adult Design
“When using an app, adults are more interested in a task-oriented approach,
meaning they know what they want to accomplish and they want to do it fast and
easy. Children on the other hand, prefer an experience-oriented approach; they
are in it for the journey, not much for the result.”
Rubens Cantuni, Designing Digital Products for Kids
Ideate
Age Level Considerations
Debra Levin Gelman, Design for Kids
Define
Since designing for children is very
different from designing for adults, I
decided to focus more on the age
considerations than an empathy map
during the define stage.
Paper Wireframes
Prototype
Here I quickly drew
out screens. I also
considered an adult
security code for
changing settings or
adding payment
information. Also I
included the ability
of users to invite
their friends to
roleplay.
Low Fidelity Wireframes
● I tried to keep it consistent
between screens and used
large fonts and colors.
● Since children like to see
what different buttons can
do (explore) on apps, I made
sure to add a home button
and back button to easily
navigate if they get off task.
Define
Prototype
High Fidelity Wireframes
Define
Prototype
Created on Figma.
I shared this high fidelity design with
Women in Edtech Facebook Group. One
Instructional Designer was very kind and
offered some suggestions to make the
design more accessible and organized.
● Increase color contrast on text
and icons (check on Color
Contrast Analyser)
● Add profile and password icons
for struggling readers
● Improve text organization on the
‘Line Practice’ page and ‘Script
Description’ page
● Match orientation of graphics on
every page for continuity
● Widen navigation bar at the
bottom
Design Changes
Improvements for accessibility and
organization
Iterate
Design Changes
Improvements for accessibility and
organization
Iderate
Usability Testing
Chloe, my 7 year old niece
Iterations based on testing results
1. On another iteration I would add a
character (digital friend, whether it be
an animal or person) to explain what
reader’s theater was and how to use the
app.
2. When comes to children, make sure you
have a fully working prototype.
3. This would be probably be a favorite
part for most kids. I would make more
props available but I would limit them
to 10.
4. I would have a ‘next’ button instead of
buttons labeled with the process
5. Maybe they can earn stars when they
invite a friend.
Some observations made during user testing
1. To begin the testing process, my niece
did not know what Reader’s Theater
was, which I thought was common
practice in first grade but I guess not.
2. She was able to navigate through it but
wanted to tap everything to see what
happened.
3. She did brighten up on the ‘Set the
Stage’. She wanted to add more props
but didn’t know she would be able
move the props around
4. To determine where to go next on each
screen, she had to explore by pressing
random buttons.
5. She said that she wouldn’t invite a
friend to participate but couldn't
explain why.
Audio Link Test
Outcomes
This app was really fun to design. The features I believe that would stand out are the
accessorizing of characters and setting the stage. When designing an app, it’s all about
iteration.. iteration.. iteration. Some things to improve on is the consideration for
accessibility, ensuring struggling readers could easily navigate the app with the use of
icons, and ‘read aloud’ text. Although it’s not the final version, I feel if used consistently, it
would improved reading fluency.

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Kidscriptz Case Study.pdf

  • 1. Case Study: KidScriptz A Reader’s Theater App for Young Students (targeted for ages 6-8)
  • 2. Vision Statement Our product will improve reading for young users by making reading fun, interactive and collaborative. Our product, KidScriptz, a reader’s theater app, will allow students to roleplay with other people whether it's a student, teacher, or friend using scripts created from grade level books and stories. This will improve fluency, reading expression, and comprehension. The target age range is 6-8 with basic reading skills. We know our product will work when we see an improvement in reading levels among young users. Problem According to an Edweek.org article, more than 30% of children who started school during the Pandemic needed “intensive” reading assistance. The article also included that “more than 1 in 2 children in kindergarten through grade 3 have little chance of reading on grade level by the end of the school year without major and systemic intervention”. For children to continue to grow as readers, reading needs to be inviting, fun, and achievable. Solution Create a reading app that makes reading enjoyable, interactive, and gives students the choice of working autonomously or collaboratively. My Role UX Research, UX/UI Design, Prototyping, Usability Testing Timeframe 6 weeks (Jun 2022- July 2022) Discover
  • 11. Research and Planning Strengths: ● large collection of digital books ● teachers and parents can assign books to read ● different types of media related to education available ● can search by grade level ● read aloud option for digital books Weaknesses: ● log in challenging for young users ● not text for audio books ● progress tracking can be stressful for struggling readers. Strengths: ● helps children read independently ● multi language ● large collection of books from around the world ● requires minimus parent instructions and supervision ● simple UI Weaknesses: ● only available in android ● only available for small screen devices ● not basic learning (Direct) Epic Books (Direct)Read Along by Google (Indirect) ABCmouse Strengths: ● parent section unlock code ● has learning paths ● large collection of books ● has extra features like games and virtual pets Weaknesses: ● difficult to cancel subscription ● according to reviews, very repetitive activities (kids getting bored quickly) Epic is the leading digital reading platform—built on a collection of 40,000+ popular, high-quality books from 250+ of the world’s best publishers—that safely fuels curiosity and reading confidence for kids 12 and under. Read Along is a free reading app for Android that helps children have fun while they learn to read. Read Along has an in-app reading buddy that listens to your young learner read aloud, offers assistance when they struggle and rewards them with stars when they do well – guiding them along as they progress. It works best for children who already have some basic knowledge of the alphabet. ABCMouse is an online learning program for children ages 2 to 8 years old that’s available on iOS and Android devices. ABCMouse has thousands of activities that teach subjects such as math, reading, social studies and art.
  • 12. Children vs. Adult Design “When using an app, adults are more interested in a task-oriented approach, meaning they know what they want to accomplish and they want to do it fast and easy. Children on the other hand, prefer an experience-oriented approach; they are in it for the journey, not much for the result.” Rubens Cantuni, Designing Digital Products for Kids Ideate
  • 13. Age Level Considerations Debra Levin Gelman, Design for Kids Define Since designing for children is very different from designing for adults, I decided to focus more on the age considerations than an empathy map during the define stage.
  • 14. Paper Wireframes Prototype Here I quickly drew out screens. I also considered an adult security code for changing settings or adding payment information. Also I included the ability of users to invite their friends to roleplay.
  • 15. Low Fidelity Wireframes ● I tried to keep it consistent between screens and used large fonts and colors. ● Since children like to see what different buttons can do (explore) on apps, I made sure to add a home button and back button to easily navigate if they get off task. Define Prototype
  • 16. High Fidelity Wireframes Define Prototype Created on Figma. I shared this high fidelity design with Women in Edtech Facebook Group. One Instructional Designer was very kind and offered some suggestions to make the design more accessible and organized. ● Increase color contrast on text and icons (check on Color Contrast Analyser) ● Add profile and password icons for struggling readers ● Improve text organization on the ‘Line Practice’ page and ‘Script Description’ page ● Match orientation of graphics on every page for continuity ● Widen navigation bar at the bottom
  • 17. Design Changes Improvements for accessibility and organization Iterate
  • 18. Design Changes Improvements for accessibility and organization Iderate
  • 19. Usability Testing Chloe, my 7 year old niece Iterations based on testing results 1. On another iteration I would add a character (digital friend, whether it be an animal or person) to explain what reader’s theater was and how to use the app. 2. When comes to children, make sure you have a fully working prototype. 3. This would be probably be a favorite part for most kids. I would make more props available but I would limit them to 10. 4. I would have a ‘next’ button instead of buttons labeled with the process 5. Maybe they can earn stars when they invite a friend. Some observations made during user testing 1. To begin the testing process, my niece did not know what Reader’s Theater was, which I thought was common practice in first grade but I guess not. 2. She was able to navigate through it but wanted to tap everything to see what happened. 3. She did brighten up on the ‘Set the Stage’. She wanted to add more props but didn’t know she would be able move the props around 4. To determine where to go next on each screen, she had to explore by pressing random buttons. 5. She said that she wouldn’t invite a friend to participate but couldn't explain why. Audio Link Test
  • 20. Outcomes This app was really fun to design. The features I believe that would stand out are the accessorizing of characters and setting the stage. When designing an app, it’s all about iteration.. iteration.. iteration. Some things to improve on is the consideration for accessibility, ensuring struggling readers could easily navigate the app with the use of icons, and ‘read aloud’ text. Although it’s not the final version, I feel if used consistently, it would improved reading fluency.