Stremania – Streaming Tablet Application for Children
Stremania is a streaming app service for children between 6 – 14 allowing access a tailored range to TV shows and movies on their tablet device. My role included research including User Research Interviews, Competitor Analysis, Journey mapping, Creating Low-High Fidelity Visuals and User Testing.
With the endless streaming services at a child’s fingers tips being able to stream content endlessly has become the standard with the average screentime being around 23 hours per week on Mobile & Tablet Devices. However, with these privileges, there also emerges questions on the type of content being watched and the allowed screentime.
In response to this issue the following goals where defined:
I conducted several interviews with Parents and their Children, ranging between 6 – 14 Years. The main aim of this task was to find out what the primary pain points when using current streaming services:
Many Apps were inferior in this area; at Minimum, they should provide a quick walkthrough of the App’s features for new users. My favourite includes Youtube Kids from a parents view which guides the user to setup up there security pin on the first login followed by choosing the content experience adapting to the child age.
I looked at Netflix kids, Disney life, Amazon Prime and YouTube kids and discovered that each App has parents controls but with entirely different levels of content management Disley life, for example, the user’s simple draggable filter between there age range. I felt that this type of control was too simplified and did not allow to block specific content titles.
It seems like there is a different set of ways of implementation from a content management point of view. While Netflix adds all the children’s content into brackets instead of tailoring each profile with the content for the relevant to each age bracket, amazon fire implements this in a more granular level.
Visually I felt many services didn’t put much effort when looking at the children accounts interface were rather a re-skin of the Master product instead of having experience redesigned for a younger user audience. Youtube Kids created a great solution and implemented a bold, simplified approach which suits the target market perfectly.
Streaming apps run under a very similar model during my research I found that many service providers don’t do much to enhance the experience to the age group and instead use there existing structures with minor styles and component styling.
Parental controls also seem to differentiate from service to service. And many do not allow to have any control in terms of blocking content. The explored apps have poor visibility of the screen time reporting. I feel this could be considerably improved.
Additionally, I did find it very easy to log in and logout if the apps very easily, which can turn out a very important issue. Parents should have the ability to lock down apps to prevent the child from starting streaming other third-party apps where they can divert from the content which they are allowed to use.
By initiating the mapping of user journeys for the App across the entire application while considering both the child and the parent user experiences and essential features required to achieve overall goals, which included Bringing a fruitful onboarding process, Easy navigation for the primary user (the child) a maximum level of parental control to filter content for each streaming profile.
Low Fidelity Wireframing, Testing & Interation
Now armed with user feedback and a better understanding of the underlying issues within the existing apps, I began sketching wireframes to respond to the core problems.
Mid Fidelity Wireframing & Prototyping
After the low fidelity wireframes have been tested and iterated, the next phase involved converting the wireframes using Sketch to produce a more detailed prototype.
With the mid-Fidelity Prototype in place, we started some user testing with both the child users (6 – 8) and the parent to give a more realistic set of answers from there point of view.
With research at hand around competitors & Users interviews, I gained valuable knowledge on the user’s requirements and pain points. I started to notice a pattern of the use of bright colours. I created moods for inspiration.
I decided to use a vibrant primary group of colours. Allowing me to create a bright and impactful UI while having accessibly in mind. Shades for primary and secondary content were also needed to create emphasis on certain parts of the content.
The typography hierarchy is large and bold in the landing pages, which aids with the separation of each category. Small body text was required for more descriptive information.
For the iconography, I decided to go out of the box solutions using material designs icons. I felt that there was a bit room for improvement here, and would of creating my own icon set, but due to time limits, I was not able to achieve this.
For the onboarding Process illustration seems the be the most engaging method to illustrate the quick walkthrough, I created a set creating clear and informative visuals with a pinch of fun by adding depth and elevation making them feel more like a physical object.
This was the final result
Prototype URL: Click Here
With the extensive research, usability and demographic factors in mind. I started to create a visual language for the App with Accessibility and user profiles in mind. I decided to follow a Vibrant and bold Implementation as this was one of the main points which emerged from our research. Colour seems a fascinating and vital factor from, especially child users point of view. Typography was kept large and bold with minimal but descriptive content.
The Design System
I started by Creating an initial Typescale and Set of Primary & Secondary Colors. Other Styles like Border & Elevations used as layer styles but where visual added to the design system which allowed easer control and visibility and creating a source of truth ultimately providing a more efficient workflow, and reusable core components.