UX/UI Design Research
Omar and I worked together on the UX/UI design research for the project. We divided the documents between us to make the process more efficient. I focused on usability standards for child-friendly interfaces, attention spans for children, Holobox and children interaction guidelines and UI standarts and features for children. Omar worked on topics like facial recognition, ethical considerations and research into educational games and design elements. By splitting the workload, we were able to cover more ground and get a clearer picture of the key factors for our design.
The document Facial Recognition is about how this technology is growing in different fields, like entertainment and security. It mentions examples such as Snapchat’s filters and Apple’s iPhone Face ID, and even suggests that the Holobox could be used for engagement monitoring in education and interactive storytelling. It also discusses privacy issues like data misuse, identity theft, and security, stressing the need for ethical guidelines and data protection.
The document Research School Books for Designs/Elements/Colors looks at how school books are designed to make them easier to read and more interesting. It points out the importance of typography, visuals, and how color schemes are adjusted to age groups to help students engage with the material.
The document Research Design Elements for Kids talks about how to design digital experiences for kids based on their age and development. It explains how to use visuals, clear fonts, and simple navigation to keep kids interested, plus the importance of storytelling and gamification for motivation.
The Attention Spans in Children Aged 8–12 document tells us how long kids can focus on tasks. It shows that kids aged 8–10 can focus for 16–30 minutes, and kids aged 11–12 can focus a little longer, for 24–36 minutes. The document gives tips on how to help kids stay focused, like using interactive content, chunking tasks, and offering rewards.
The Ethical Considerations of using AI in education deal with issues like accessibility, over-reliance on technology, data privacy, and bias. Even though AI can help personalize learning, it could also make inequalities worse and affect critical thinking. The document says that AI needs to be used carefully with proper regulation to support traditional learning.
The next document outlines key UI Standards for children and interaction design guidelines for making interfaces that are good for kids. It suggests things like big tappable buttons, simple navigation, and positive feedback to match kids’ cognitive development and help keep them motivated.
The document suggests focusing on simplicity and clarity. It recommends larger interactive elements and clear navigation for easier and more enjoyable experiences.
In the document Guidelines for Interacting with Children in UX Contexts, it’s important to use simple language and avoid jargon to keep kids engaged. Asking open-ended questions, using relatable examples, and being flexible in approach helps create a supportive environment.
The document Research UI/UX Educational Games for Kids talks about how to make educational games both fun and effective by using interactive features, instant feedback, and easy-to-understand design. Examples like Duolingo and Scratch are used to show how these ideas work.
Finally, the document UI Holobox Guidelines provides tips for designing holographic user interfaces. It talks about using simple design, 3D layering, and accessibility to create user-friendly and inclusive experiences in holographic spaces.
What I Learned:
From this information, I learned how important it is to think about the audience when designing digital experiences. The research on how school books and educational games are made for different age groups showed me how content should be adapted to fit people’s abilities. For example, younger kids need bigger fonts and more visuals, while older ones can handle more complex designs. This will be useful for the virtual concert project, as it will help me design an experience that works for all ages and different levels of tech skills.
Why It Was Helpful?
This information helped me a lot with the project by giving me ideas on how to make the virtual concert more fun, easy to use, and secure. The facial recognition research gave me insight into how we can use technology like engagement monitoring in the Holobox, but also showed how important it is to protect people's privacy. The details on attention spans and usability taught me how to design an experience that keeps people engaged and is easy to navigate. I also learned how to create an immersive and inclusive experience, especially for people who might not be as familiar with virtual environments, making sure it’s both fun and accessible for everyone.