Task 2: Experience Design Project Proposal
After the consultation session, I decided to go with AR Storybook, as I feel more confident in developing this concept. Also, I felt it very useful for helping foster curiosity and comprehension of kids, making the storybook enjoyable and educational.
My aims for this app is:
The target audience of this app typically includes:
- Young children (ages 3-8)
- Parents / Caregivers
- Educators
Then I started to find some storybook online specifically for early learners from Storyberries. The story I have chosen is Luna Altoona and the Toothache Potion. The app will share the book's title. |
Fig 0.1. Luna Altoona and the Toothache Potion |
Written by: Prarthana Gururaj
Illustrated by: Faishal Aziz
Published by: Storyberries
A. User Persona
We were required to complete 3 user personas. This will help us understand users' needs, preferences, and pain points, which guides app features, design decisions, and overall functionality. I build my user persona based on my target audience, which is parent, early learner, and educator.
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Fig 1.1. User Persona #1 |
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Fig 1.2. User Persona #2 |
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Fig 1.3. User Persona #3 |
B. User Journey Map
For the user journey map, I selected Emma Chen, a 5-year-old child, as my primary user persona because the storybook app’s target audience is young children. Using Emma’s perspective allows me to focus on creating an app that’s engaging, educational, and intuitive for early learners. This choice will help ensure that the app’s design, navigation, and interactivity cater well to children, making it easy and enjoyable for them to use.
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Fig 2.1. User Journey Map - Emma Chen |
In the user journey map, each action Emma takes within the app will be broken down into touch points, pain points, and gain points:
Touch Points: These represent each interaction Emma has with the app. They detail where and how she interacts, such as tapping the screen to select a story or swiping to turn pages. Each touch point highlights key moments in her journey with the app.
Pain Points: Pain points are any challenges Emma might face at each touch point. For instance, if she finds it hard to tap smaller icons, or if navigation is unclear, these would be recorded as pain points. Identifying these allows for improvement in design and usability.
Gain Points: Gain points describe the positive outcomes or benefits Emma experiences, like moments of joy or ease. For example, if she enjoys the interactive animations or finds it easy to select a story, these would be recorded as gain points. These insights help emphasize which features are effective and enhance user satisfaction.
For each pain points, I came out with solutions to resolve the challanges user encountered. |
Fig 2.2. Pain Points and Solutions |
The forgiving touch controls may be:
1. Invisible collider box that is larger than the exact button, so even if Emma doesn’t tap exactly on an object, it still registers.
2. Areas with no interaction could be designated as “neutral zones,” where taps don’t interfere with the experience, for instance when Emma touch on the background elements, the story will not reset, exit, or proceed.
3. If Emma taps on a non-interactive area, the app could gently indicate where to tap by using soft-animation or subtle glow around the target.
This empathy map can guide design decisions to ensure the app is intuitive, engaging, and forgiving for young users like Emma. By focusing on her thoughts, emotions, and behaviors, I can refine the app to create an enjoyable, child-friendly experience.
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Fig 2.3. Emphathy Map - Emma Chen |
D. User Flow
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Fig 3.1. User Flow Chart |
This user task flow visually maps out the steps a user takes to complete a specific task in an app, helping to clarify the user journey and ensure smooth navigation. It helps me to understand how users interact with the app, streamline processes, and create more intuitive interfaces. The boxes, each marked with different colors, are designed to represent the various buttons within the app.E. Visualisation
Since this app is primarily based on a storybook, I’ve decided not to include a mood board in the design process. Typically, a mood board is useful for setting the visual tone and atmosphere for a project, but in this case, the app’s design and aesthetic will closely follow the storybook’s established style and themes.
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Fig 4.1. Colour Palette |
These colors evoke mystery and enchantment, drawing users into a whimsical world where anything is possible. The darker tones provide a rich backdrop that allows characters and glowing potion effects to stand out, capturing attention and enhancing visual engagement. Additionally, these hues are often associated with calm and imagination, offering a comforting yet intriguing environment ideal for young readers exploring a story filled with magic and discovery.
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Fig 4.2. Original Font |
The original font features a playful, cartoonish style with a sans-serif design, giving it a friendly and approachable feel. To maintain a consistent aesthetic, I plan to use a similar font for the app. This choice will ensure the overall look stays cohesive, while also enhancing the app's lighthearted and fun tone, making it appealing to young users.
Next, I began searching for suitable fonts on DaFont and came across Hangyaboly. This font closely resembles the original one used in the book.
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Fig 4.4. Hangyaboly Glyphs |
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Fig 4.5. Comparision Between Original Font and Hangyaboly |
For the topic, I’ve chosen Freak Art, a font with bold, serif characteristics that give off a distinct fantasy feel. This font is perfect for the witch in the AR storybook, as its dramatic, strong presence evokes a sense of mystique and adventure. The serif design adds an air of elegance and sophistication, aligning well with the magical and enchanting themes of the story. |
Fig 4.6. Font Mock Up |
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Fig 4.7. Freak Art Glyphs |
The buttons that will be used in the app are:
1. Start
2. Rewards (Home)
3. Rewards
4. "Nice to meet you!"
5. Screenshot
6. Exit
I will be designing the buttons myself using Adobe Illustrator.
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Fig 4.8. Designing buttons in Adobe Illustrator |
Final Button Designs
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Fig 4.9. Final Button Designs |
For the title design, I wanted to make it visually engaging and unique by creatively transforming certain letters into thematic illustrations. My idea is to replace specific letters with icons that reflect elements of the story, such as transforming one of the letters into a cat or a tooth, which are central to the storyline. Additionally, I’ve modified the "o" in the word "potion" to resemble a potion bottle, adding a fun and magical element that ties directly to the theme.
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Fig 4.10. Transforming "o" to potion bottle |
Title Design Attempt #1The initial design featured a landscape-oriented layout. However, after placing it on the Home Screen, I realized it didn’t fit well within the vertical orientation of a phone screen without needing significant scaling down. As a result, I decided to adjust and replace the text to better suit the display. |
Fig 4.11. Title Design Attempt #1 |
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Fig 4.12. Adjusted Title |
Final Title Design
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Fig 4.13. Final Title Design |
F. SketchesIn the Luna Altoona and the Toothache Potion AR storybook, the goal is to immerse the user by allowing them to become the main character, Luna. On certain pages, users will interact with magical objects like the potion, the cauldron, and animals, bringing the story to life through engaging AR effects.
Not all pages will feature AR, as the interaction depends on the context of the story. For example, some pages may focus on the narrative without needing any AR elements, while others will include interactive moments where users can actively participate, like mixing the potion or playing with the animals.
The label (exp: p2, p4, p6) at the top right corner of each boxes indicates the page number of the book.
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Fig 5.1. Sketches P1-P10 |
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Fig 5.2. Sketches P11-P20 |
G. Mock Up
Fig 6.1. Mock Up in Figma
The mock up is build in Figma. This section will include the screen visual reference of:- Home
- Meet the Characters
- Story - 1 page
- End of Story
- Rewards
1. Home
First I downloaded a picture of castle from FreePik as the background of the Home Screen.
To create a strong contrast for the title, I lower the brightness of the background. Then, I added the start button and rewards button in the home page.  |
Fig 6.3. Lowered Brightness vs Original Brightness |
The castle background to transport users into Luna's enchanting world right from the start. The title is prominently displayed to draw attention to the adventure. There are two buttons, Start and Rewards. The Start button is larger to emphasise its primary function, and the Rewards button is slightly smaller for users to view earned rewards.
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Fig 6.4. Home |
2. Meet the CharactersDue to the limitation of fonts in Figma, I am using Irish Grover as temporary replacement. After the user click on the Start button, the app will introduces the characters visually first. The button positioned at the bottom of the screen adds a friendly and welcoming touch.
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Fig 6.5. Meet the Characters |
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