Babbles


Phonics made fun


Babbles is a letter pointing game for kids aged 4-7 that makes learning phonetics and word-building fun.

Babbles


Phonics made fun


Babbles is a letter pointing game for kids aged 4-7 that makes learning phonetics and word-building fun.

Babbles


Phonics made fun


Babbles is a letter pointing game for kids aged 4-7 that makes learning phonetics and word-building fun.

Babbles


Phonics made fun


Babbles is a letter pointing game for kids aged 4-7 that makes learning phonetics and word-building fun.



TEAM

Ditee Siroya


FOCUS AREAS

Arduino
User Testing
Prototyping



TEAM

Ditee Siroya


FOCUS AREAS

Arduino

Usability Testing

Prototyping



TEAM

Ditee Siroya


FOCUS AREAS

Arduino

Usability Testing

Prototyping



TEAM

Ditee Siroya


FOCUS AREAS

Arduino
Prototyping

User Testing



MENTORS

Malay Vasa

September 2023







MENTOR

Malay Vasa

September 2023







MENTOR

Malay Vasa

September 2023





Our first step was to critically analyse

the learning process for phonics.

Our first step was to critically analyse

the learning process for phonics.

Our first step was to critically analyse

the learning process for phonics.

We identified a need to

We identified a need to

The Intervention

Building on the Observations

We identified a need to

The Intervention

The Parent sends in a word input.

The babbles board gives a green light as a starting signal.

The Babble Board points to the letters.
The child says each letter and writes them down, instantly recollecting.

An ending red signal is given.
The child strings, decodes and pronounces the word.

The Parent sends in a word input. The Babbles Board gives a green light as a starting signal.

The Babble Board points to the letters. The child says each letter and writes them down, instantly recollecting.

An ending red signal is given.
The child strings, decodes and pronounces the word.

How It Works

Making The Babble Board

User Testing
Key insights:

  • Change the font, 'E' isn't readable

  • Kids ages 8-10 enjoyed Babble as well

  • The speed of the sticks was apt for the age group.

  • Lacks a start/stop feedback.

Usability Testing
The Positives:

  • The speed of the sticks were apt.

  • The children were engaged and focused while guessing the words.

  • They felt like they decoded a password.

  • Kids aged 8-10 also enjoyed the game.


The Negatives:

  • A need of change in the font, 'E' lacked readability.

  • Even though children got their pronunciations right, most could'nt tell what the word meant.


Usability Testing
The Positives:

  • The speed of the sticks were apt.

  • The children were engaged and focused while guessing the words.

  • They felt like they decoded a password.

  • Kids aged 8-10 also enjoyed the game.


The Negatives:

  • A need of change in the font, 'E' lacked readability.

  • Even though children got their pronunciations right, most could'nt tell what the word meant.


🥡My Takeaways:

  • Gamification engages children to learn with interest and enthusiasm, adds a layer of competition.

  • When designing for kids, think of the smallest of details and interactions.

  • Carrying an extra whiteboard marker is essential.

  • Sometimes simple things work the best.


🥡My Takeaways:

  • Gamification engages children to learn with interest and enthusiasm, adds a layer of competition.

  • When designing for kids, think of the smallest of details and interactions.

  • Carrying an extra whiteboard marker is essential.

  • Sometimes simple things work the best.


Building On The observations

Different children have different learning curves. The parent can track the child's progress.

An unscrambler will give the elder children more of a challenge.

A guide through the meanings of the words guessed will improve their vocabulary, completing the learning link.

Different children have different learning curves. The parent can track the child's progress.

The unscrambler gives the elder children more of a challenge.

A guide through the meanings of the words guessed, improves their vocabulary.

🥡My Takeaways:

  • Sometimes simple things work the best

  • Prototyping and user testing can be very fulfilling

  • Gamification engages children to learn with interest and enthusiasm.

🥡My Takeaways:

  • Gamification engages children to learn with interest and enthusiasm, adds a layer of competition.

  • When designing for kids, think of the smallest of details and interactions.

  • Carrying an extra whiteboard marker is essential.

  • Sometimes simple things work the best.

Different children have different learning curves. The parent can track the child's progress.

The unscrambler gives the elder children more of a challenge.

A guide through the meanings of the words guessed, improves their vocabulary.

Building On The Observations

How It Works