Boosting K–12 engagement with architecture through co-play and digital storytelling

Designed a mobile companion to the Kid Architect book series that increased content engagement by 40%, using avatars, location-based discovery game, and family participation.

ROLE

Product Designer,
Content Manager

CLIENT

Kid Architect 

TIMELINE

4 months | 2023

SECTOR

EdTech

The Challenge

Why wasn’t this inclusive book connecting with kids?

The Kid Architect books were designed without a visible protagonist, so all children could see themselves in the story. But it struggled to engage readers and lacked diversity in its audience. The author brought our team on to solve this.

Research & Insights

What we learned from architects, parents, kids, papers, and our direct and indirect competitors

  • Kids engaged more when parents played with them

  • Successful learning tools used hands-on, multichannel engagement

  • Kids preferred customizable characters over none

  • Most architecture tools were flat or overly technical

I think a lot of it was my mom really just dropping hint to me...So she would build, We, I remember as a little kid, you know, probably kindergarten age or earlier, we would just build little block bowling alleys just out of just blocks.

— Architect

What drove me towards architecture was when I was about, I believe like 14 or 15, my, my dad decided we should build our own house. So that, that process really drove me to do architecture.

— Architecture Student

When I was a kid my father was a photographer and we would go take architectural photography a lot. So there was a little bit of interest coming from that as well.

— Architect

The Opportunity

I saw an opportunity to extend the book as a mobile experience

Learning that 91% of kids have phones by age 14, I proposed a mobile app that extended the book’s mission in a format where kids already spend time. The idea focused on customizable avatars, location-based architecture discovery game, and parent-child co-play, all based on our research findings.

My Process

I designed, prototyped, created content, tested, and iterated

  1. Created user journeys, flows, wireframes, and interactive prototypes.

  1. I did in-person field research in Columbus, IN (book setting) to build accurate location-based content for the app.

  1. Tested with real users (kids + parents), who responded enthusiastically to avatar customization, voice narration by the author, and the discovery game.

  1. Iterated based on feedback: updated avatar system to offer more customization.

BEFORE

AFTER

Customizable avatar

Prepared avatars to select

Results & Real-World Roadblock

40% engagement boost, but the client unwilling to ship

  • Kids loved the game, asked for more locations

  • Parents appreciated the learning + outdoor mix

  • Testers showed interest in reading the books

  • Stakeholder declined further investment due to cost and effort

“Sometimes the hardest thing is convincing the person who asked for help.”

When I read about places, it makes me feel to go there and explore it.

10 year old girl

This made architecture to feel like a game I could play with my daughter.

Parent

Key Takeaways

What this project taught me about product reality

  • Research is only powerful if it’s paired with buy-in

  • I’m strongest when connecting research into tangible, testable ideas

  • Kids and families want to learn together and design can make that possible

The Final Design

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Let's create future experiences together :)

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