banner image of byjus page, showing target audience of K3 students of USA and India, duration of 3 years and roles held of creative director, project Manager and design lead
title of the page - minu
Enhancing virtual educational experiences for children and delivering curriculum content using beloved children’s characters.

Overview

BYJU's had set out to design an interactive and modular learning experience for students that improves retention & understanding while alleviating the stress associated with school-based learning. After the successful release of a host of products, the next steps were to use characters and worlds found in popular Disney movies to elevate children’s learning experience.

The Problem

We recognized that from an early age, children (particularly between 3-8 years of age) experience anxiety, stress and undertake unsustainable learning practices due to increased cognitive load of their school curriculum.

The solution to use familiar characters gave us the creative direction needed but there were several other hurdles to overcome - like the appropriate incorporation of story and character traits in engaging activities, assimilation of real world characters and delivery of key concepts at the right pace.

Process Framework

The process adopted here catered to the media and product development, and while it involved several layers of iterative processes, my role was to oversee the entire process as a creative director and a project manager.

design thinking process framework

My Role

Creative Direction - Product Dev

Visualised and optimized content for tablet & mobile devices, aimed at increasing engagement & improving attention span in users.

Scoping & Budgeting

Performed project planning, scheduling & scoping to manage resources with other creative heads.

Stakeholder Management

Coordinated & collaborated with concept sketch artists, curriculum designers, 3D - artists, UI/UX team & game design team.

Recruitment - Training & Mentorship

Trained peers and new joinees with design thinking skills, & mentored associates for leadership positions.

Research 1 - Analogous

Explored different instances and  styles of storytelling aimed at children and gathered insights on how to evoke curiosity & excitement using similar patterns in education.

Peppa pigThe Amazing world of Gum BallScooby DooDisney movies like Lion King, Frozen, Dalmations, Finding Nemo and Mulan

Insights

The key insights from our research were:

  1. Storytelling styles - Among many existing techniques, we found The Mountain, Nested Loops and Sparkline techniques the most useful to build tension and drama and relate the story with reality.
  2. Exaggeration - Children often find exaggerated storylines, animation styles and character styles far more relatable and fun, and exhibit excitement to learn from them rather than from a teacher.
  3. Bias - A lot of storylines, especially original Disney characters showcase aspects of patriarchal society and gender/race biases that could be subverted using our material to prevent passing them on to the children.

Research 2 - Qualitative, with Parents

Conducted interviews to understand the behaviour of their children when they interacted with different mediums for learning (face-to-face instructions v/s digital tuitions) and the primary concerns of parents as caregivers regarding digital products.

No. of parents interviewed:

15 (across 7 cities)
Duration of each interview:

30 - 45 mins
Constraints and filtering factors:

Socio-Economic status,
Access to Technology
Research insights collected from parents on level of control, tech learning, negative opinions of online lessons, finding tuition classes, features on E-Learning courses.

Research 3 - Surveys with Parents

Surveying parents of the target demographic to gather insights on the accessibility & restrictions posed on children’s device usage at home & assessing children’s ability to connect with material digitally.

Surveys results from 22 parents showing how much access and restrictions they place on their children. This shows a good understanding of a child's ability to connect digitally.

Insights

The key insights from our research were:

  1. Child's Preference - Our biggest dilemma was separating the preferences of the children from their parents’ and clearly defining each party’s likes and dislikes
  2. Adulterated Content - Parents often fear that kids content platforms (Netflix /YouTube Kids) don’t have appropriate content & their kids could be subjected to violence or inappropriate content.
  3. Balance - Parents fear that their child will get addicted to screens and they find ways to make them engage in offline activities.

User Journey Maps

We conducted a contextual inquiry with students of age groups 4-8 years with the objective of observing their behavior during their interaction with BYJU’S apps and comparing the learning experience with traditional textbook learning.

Surveys results from 22 parents showing how much access and restrictions they place on their children. This shows a good understanding of a child's ability to connect digitally.Surveys results from 22 parents showing how much access and restrictions they place on their children. This shows a good understanding of a child's ability to connect digitally.

Competitive Analysis

Performed analysis of trends in the industry along with the competitors of Byjus to map the space in which new features will exist in this ecosystem.

Market strength versus industry adoption of ed-tech learning patterns.Different competitors of Byjus in the ed-tech space

Stage 1 - Scripts, Characters

Conceptualized micro-interactions between fictional characters; established relatable humor and excitement with our students that helped create an emotional connection with our audience.

scripts developed in byjus for ed-tech videos
Script creation in collaboration with content team & script writers.
2d and 3d characters created for the product
Character creating process from concept art to 3D modelling and texturing.

Challenge

Character limitations based on story requirements  and complex usability and feasibility of 2D and 3D art assets.

Resolution

Stage 2 - Storyboard, Animation (Low-Fidelity)

Ensured the character and prop assets were animated as per industry standards, and followed the quality set during the animatics stage.

scripts developed in byjus for ed-tech videos
Storyboarding sets the style of interaction
2d and 3d characters created for the product
Low fidelity storyboard animation, aka animatics

Stage 3 - Animation (High-Fidelity)

Ensured the character and prop assets were animated as per industry standards, and followed the quality set during the animatics stage. Once the animation was locked-in, we finalized the look and feel of the videos on the basis of the mood and tone of the experience.

scripts developed in byjus for ed-tech videos
On the basis of storyboarding, final animation is executed
2d and 3d characters created for the product
After locking the animation, final look and feel is implemented

Challenge

Direction of  2D and 3D animators from 9 different vendors to ensure consistent output from all studios and in-house artists.

Resolution

Explored with Maya software, animation principles and basic 3D knowledge to speak the language of animators, resulting in better communication channels across the entire project.

Stage 4 - Interactive Activities

Established clear content communication for the children to follow on-screen; Clearly indicated step-by-step problem solving techniques using popular Disney characters.

Introduced labels, highlights and other attention capturing techniques which helped in increasing content retention for children.

scripts developed in byjus for ed-tech videosscripts developed in byjus for ed-tech videos
2d and 3d characters created for the product2d and 3d characters created for the product

Solution

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Persuasion

  1. The use of characters from Disney made learning more interesting & engaging for children.
  2. An ambience entertaining was created to encourage kids to explore more about the topics.
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Emotion

  1. Children expressed higher excitement and eagerness as their favorite avatars were used.
  2. Consistency across the content improved recall value and attention span for difficult concepts.
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Trust

  1. Parents could monitor their child’s progress, which was limited in school.
  2. All characters used were licensed and authorized by Disney, bringing an established organization’s trust in the experience.
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Hybrid-Learning (Magic Workbooks)

Encouraging children to learn by seeing, hearing and doing. Children can practice as they play with digitally enabled Magic Workbooks.

The technology, powered by Osmo, has interactive worksheets that provide real-time feedback from encouraging characters. Children can write and solve for the concepts learnt on the app.

Interactive App videos

Narratives were designed to be adventurous and exciting, and elicited powerful emotions in children, making the learning process fun and engaging.

My Key Learnings

Among several new techniques and skills that were acquired in these 3 years at BYJU’S, some of my strong key learnings have been:

  1. Cross-Collaboration: Being a team player was the only way to achieve product success as well as personal growth. Collaboration and communicating with several different departments and vendors, and making sure everyone was on the same page with the overall idea required me to be extremely patient, show excellent communication skills and lead by example.

  2. Leadership: Often, showing empathy towards peers, juniors and leadership wasn’t enough. I had to make tough decisions, resolve conflicts effectively, foster a healthy working culture by being compassionate towards others and encourage strategic thinking at all levels.

  3. Stakeholder Management: Communicating the same set of ideas, concept, solutions to different stakeholders in the project required me to improve my emotional intelligence and also learn the jargon for effective negotiation, feedback and approvals.

More Projects

Health Monitoring Mobile AppWorkforce Solutions & Automation (Web Dashboard)Exhibition + Workshop Design