Case Study of
Pumkin App
Overview
The Product
The Mini-Streaming AI tool for kids in a versatile platform that provides access to a wide range of content categories, including games, cartoons, and educational materials.
Project Duration
From November to
The Problem
Young children spend a lot of time in digital platforms nowadays which are not productive.
The goal
An AI tool that interact and play with kids to teach them new knowledge everyday.
User Research: Summary
children
Age 3 to 6
These young children are in their formative
years and benefit from educational and age-appropriate content.
children
Age 7 to 12
This group includes elementary school students who have developed basic digital skills.
Parents and Guardians
monitering their account
While the primary users are children, parents and guardians play a critical role in selecting and monitoring content. They use features that provide control over what their children can access, including
content filters, time limits, and usage monitoring.
User Research: Pain points
1
Pain point
As the users are so young, complex designs will make them hard to navigate and use effectively.
2
Pain point
As the users are young children, they will loose intrest to use the app if the designs are not appealing to the children’s age group.
3
Pain point
As the app is mainly focusing in TV platform, navigation is only possible with limited devices. This may cause poor navigation while using the app.
4
Pain point
As the users belogn to small age group they don’t tend to read so much on screen. This lead to a communication gap.
Persona: Mark
Problem statement
Mark is a 2nd grade student who needs a interactive activity to spend his free evening time at home because his single mom is busy working households.