T9 Robot
Overview
What is T9? It is an auto-transforming robot and is professional on kids' programming education. Inspiring kids around the world to develop new skills. Children have three ways to code.
The goal
The goal of this project was to create a useful programming app that works friendly with kids who's age around 6-14.
Discover how user needs.I approach and solve a given problem to follow the needs.
Target client
Role
Product Thinking, Information Architecture, Interaction, Visual design, Prototyping & testing
Team
1 designer, 2 Product Managers
Time
Jun 2019-Sep 2019
The Problem
What is T9? It is an auto-transforming robot and is professional on kids' programming education. Inspiring kids around the world to develop new skills. Children have three ways to code.
Time Schedule
Understand
HC

PO
If there are any uncontrollable factors we will be sure to keep you well informed every step of the way and do our best to quickly solve any problems that may arise. We are excited to bring T9 to life and get this revolutionary robot into your hands!
HC

PM
T9’s design enables it to be very user-friendly. T9 provides manual programming and visual programming options on the app end and 3D programming option on the PC end. All three are super easy to get your hands on.
Research
About the company
Headquarter in ShenZhen

About the product
Intelligent Auto Transforming Robot STEAM Education. Bring coding to any classroom in 3 steps:
1 Enroll with Educator Entry Kits;
2 Graduate to Classroom Kits;
3 Measure Success with T9 Classroom.
Qualitative Interviews
User research was quintessential.We inspire young minds to go from consuming technology to creating it .Bring coding to any classroom in easy way . In order to achieve that, I gathered as much as I could from the end users to understand the challenges they face and how they see the platform making a difference in optimizing pain areas.

Collector

Programming educator

Housewife
Personas
Then I came up with these 3 personas to serve as a cumulative representation of all the common user needs, goals, tasks, pain points that I derived from the interviews, user interviews, and contextual inquiry. After conducting interviews and contextual inquiries, I developed three personas that represent the common needs, goals, tasks, and pain points of users. These personas serve as a comprehensive representation of the collected data.
Competitive Research
Identifying the Key competitors and evaluating their strategies to determine their strengths and weaknesses helped us find some opportunity areas for our product and which threats should be mitigated.By identifying our key competitors and evaluating their strategies, we were able to determine their strengths and weaknesses. This allowed us to find potential areas of opportunity for our product and identify any threats that needed to be addressed.
Insights
From the user interviews, contextual analysis, stakeholder interviews, and competitive research I gained both qualitative and quantitative insights. It also helped in understanding user expectations, behaviors, needs, and motivations. We then used these Insights to ensure that all product design decisions do benefit the user.
Ideation
The insights helped me define the goal. I started creating the information architecture and low-fi concepts for primary use cases.
Map of Detailed Information
After having a go-ahead from the Product Manager, developers, and Stakeholders on the mockups, we began to conduct usability tests with the low-fidelity mockups. Once we had confidence in the design, we began digitalizing designs.
Scoping Down
We used the agile iterative approach for the project that helps teams deliver value to their customers faster and with fewer headaches. Instead of betting everything on a "big bang" launch, we aimed to deliver work in small, but consumable, increments. With the help of our product managers, we began prioritizing on user stories with detailed tasks necessary to complete the story in an upcoming sprint. We then began digitilizing the designs. We first shared the wireframes with educator to get early feedback and then the hi-fidelity mockups. This helped save a lot of development time.
Content
"It’s all about telling a story to the right audience"
3 ways to code to offer difference level of kids programming class. A social feature helps kids keep learning in fun.