Conversation Design & Animation

Tomo: A Voice User Interface Toy Robot

Tomo app mockup

Project Overview

Problem/Challenge
Tools
Figma
Voiceflow
Miro
Adobe Illustrator
Adobe AfterEffects
Adobe Premiere
Notion
Google Workplace
Zoom
In this project, the challenge is to design a toy device that can educate children about different subjects like Math, Science, or Reading. Additionally, it can help children understand other emotions they feel or develop. However, the primary constraint for this project is that it must be a speaker device like Google Home or Amazon Alexa. How can we design a voice user interface (VUI) toy device that is friendly, approachable, and inclusive for children? How can we also gain the parents' trust to purchase the device?

As a group, we introduced Tomo, fun and reliable best friend for children.
Roles and Skills
My primary role: UX/UI designer, Conversation designer, Copywriter
Conversation Design
UX/UI Design
UX Research
Visual Design
Project Management
Storytelling
Collaborators
Daria PonomarevaAnimator & UX designer
Danika ServinIllustrator & Conversation designer
Deliverables
Mockup of Tomo
Marketing video for Tomo
Accompanying app for Tomo

Research

Tomo has two primary target audiences - children (ages 4 to 7 years old) and their parents. While Tomo is a product made for children to assist them in learning, parents would still have more control over it. Part of the deliverables for this project is to have an accompanying mobile app where parents can curate what Tomo can say or do to help their children learn. It is vital in this project that parents can trust the product.
Demographics
To start our design process for Tomo, we conducted a survey, interviewed parents and children, and researched how children learn. We've created a Google Forms to complete our survey and have parents we know answer them. After gathering the survey results, we divided them into quantitative and qualitative data. For our user interviews, we talked to Azel and her child, Mirac.

When researching how children learn, we found that more and more people in the know believe robots for kids aren’t just fun but a great learning tool too. Children have different learning styles, such as visual, auditory, reading and writing, and kinesthetic. Seymour Papert, a South African-American mathematician and educator, claimed that children learn best when they:
- Use tech-empowered learning tools and computational environments
- Take active roles of designers and builders
- Do it in a social setting, with mentors and coaches and networks

With these data in mind, perhaps there could be a way these learning styles can be incorporated into our robot and have some personality to ease its conversation with children.
Empathize

Ideate

We created a MoSCoW Analysis based on our research to identify which features we should prioritize when designing Tomo. We divided our priorities based on the visual elements, technical features, software, and settings. This analysis helped us narrow down what we should be designing first or avoid to create a smooth experience for children and parents.
MoSCoW Analysis
MoSCoW prioritization analysis
Part of our deliverables is to make and animate a marketing video about Tomo as a product. Before we started filming, we created a script that would tell a story of how Tomo can show its features and interactions with a child here.
Storytelling/Script Writing
Because Tomo is designed for children, we ensured that every part of the product was kid-friendly, safe, and accessible. The typefaces we used were Bree Extrabold (for the headlines or headings) and Cambay (for subheads and body texts).
Mood board and Design System
After iterating the script with my team and peers, I finally finished a storyboard we could use for the marketing video.
Final Storyboard
Storyboard for Tomo marketing video

Prototype

Once I finished creating the storyboard for the marketing video, I started to design the prototype for Tomo's accompanying app.
Low-Fidelity App
Low fidelity wireframe
Based on feedback from peers, I made some iterations to the app and transitioned from low to high-fidelity prototype.
Higher-Fidelity App
Higher fidelity wireframe
Our final prototypes consist of the marketing video of Tomo interacting with its users and the accompanying app.
Final Prototype

Summary

More and more people in the know believe robots for kids aren’t just fun but a great learning tool too. Children are naturally inventive and open; they find the combination of part machine, part human both enchanting and liberating.
Conclusion
While it was an exciting experience to design a voice user interface product, it came with many challenges and limitations. The biggest challenge was the time constraint. Because we only had ten weeks with 10 hours per week to finish this project, we could only finish the animations for the video and a short demonstration of the Tomo app. We also only had limited tools for creating Tomo's voice, so we could only produce a few dialogues for Tomo to interact with the user.
Reflection
Tomo bottom image