Qwesty

Qwesty

A fun, educational toy for children aged 5-11 to develop real-world skills and a healthier relationship with technology.

A fun, educational toy for children aged 5-11 to develop real-world skills and a healthier relationship with technology.

Overview
Overview

TIMELINE

Jan - May 2025

TIMELINE

Jan - May 2025

DISCIPLINES

Product Design

Product Validation

Marketing

Market Research

DISCIPLINES

Product Design

Product Validation

Marketing

Market Research

ROLES

UX Research

3D Prototyping

Qualitative Validation

Quantitative Validation

ROLES

UX Research

3D Prototyping

Qualitative Validation

Quantitative Validation

TOOLS

Figma

Blender

Meta for Business

TOOLS

Figma

Blender

Meta for Business

ROLES

UX Research

3D Prototyping

Qualitative Validation

Quantitative Validation

TOOLS

Figma

Blender

Meta for Business

TIMELINE

Jan - May 2025

DISCIPLINES

Product Design

Product Validation

Marketing

Market Research

The Challenge
The Challenge

As a kid, my favorite thing to do was to go outside and play with my friends. Recently, I met my younger cousins and encouraged them to jump rope with me outside, but nothing could take their attention away from their iPads. Looking around, I realized that this problem was not just limited to my cousins. Kids everywhere – from strangers at restaurants to my friend’s younger brother – are all glued to their devices, scrolling and tapping away.

This issue has always been growing, but has been significantly exacerbated by the COVID-19 pandemic, where technology use rose exponentially. Children began to get their first devices at younger ages, and people are just starting to realize the detrimental effects of excessive screen time on them.

The internet was not designed for children. Inappropriate content disguised as kid-friendly content desensitizes them, leads to poor mental health, and reduces their empathy for others. Spending long hours on a screen gives rise to issues such as nearsightedness and a lack of social awareness.

However, technology is such an important part of our society today, especially in education, that our goal is not to entirely restrict it. This led my team of 5 to ask the question:

As a kid, my favorite thing to do was to go outside and play with my friends. Recently, I met my younger cousins and encouraged them to jump rope with me outside, but nothing could take their attention away from their iPads. Looking around, I realized that this problem was not just limited to my cousins. Kids everywhere – from strangers at restaurants to my friend’s younger brother – are all glued to their devices, scrolling and tapping away.

This issue has always been growing, but has been significantly exacerbated by the COVID-19 pandemic, where technology use rose exponentially. Children began to get their first devices at younger ages, and people are just starting to realize the detrimental effects of excessive screen time on them.

The internet was not designed for children. Inappropriate content disguised as kid-friendly content desensitizes them, leads to poor mental health, and reduces their empathy for others. Spending long hours on a screen gives rise to issues such as nearsightedness and a lack of social awareness.

However, technology is such an important part of our society today, especially in education, that our goal is not to entirely restrict it. This led my team of 5 to ask the question:

How can we design an appealing solution that promotes digital wellness to improve children’s relationship with technology and help them develop real-world skills?
How can we design an appealing solution that promotes digital wellness to improve children’s relationship with technology and help them develop real-world skills?
The Process
The Process
01. Qualitative Validation
01. Qualitative Validation

To make sure that our perceived problem is indeed a real issue people face, we conducted the Mom Test. This test involves asking target personas about the problems they face and what they currently do to solve or mitigate it. We focus solely on the customer’s pain points rather than questions about the product to avoid false positives regarding market need. Some questions we asked were:

To make sure that our perceived problem is indeed a real issue people face, we conducted the Mom Test. This test involves asking target personas about the problems they face and what they currently do to solve or mitigate it. We focus solely on the customer’s pain points rather than questions about the product to avoid false positives regarding market need. Some questions we asked were:

  • What is your screen time policy with your child? What do you currently do to limit your child’s screen time?

  • At what age did you give your child their first device? What was the occasion or reasoning behind giving them the device?

  • How do you feel about your child’s screen time? Too much, too little, or just right?

When coming up with questions, we brainstormed the top three validation signs for our idea:

When coming up with questions, we brainstormed the top three validation signs for our idea:

  • The customer has a child who owns a device, and it’s essential for them to use it.

  • The customer raises concerns that their child has too much screen time.

  • The customer wishes to help their child establish a healthier relationship with technology.

After interviewing several parents with young children, elementary school teachers, and the children themselves, we came to the following conclusions:

After interviewing several parents with young children, elementary school teachers, and the children themselves, we came to the following conclusions:

  • A majority of children have at least one device, and they are receiving their first devices at increasingly younger ages.

  • Most parents say their children have too much screen time. When it comes to play, children’s first resort is their device.

  • It’s tiring for parents to limit their children’s screen time, leading some to even give up.

02. Persona
02. Persona

We developed a persona for a parent with young children who expresses concern for their children’s screen time. Because our product is a tech toy that encourages digital wellness, our target persona is one that is interested in healthy lifestyles and is an early tech adopter.

We developed a persona for a parent with young children who expresses concern for their children’s screen time. Because our product is a tech toy that encourages digital wellness, our target persona is one that is interested in healthy lifestyles and is an early tech adopter.

03. Competitive Analysis
03. Competitive Analysis

We looked at companies in the same problem space, such as PBSKids, YotoPlayer, and LeapFrog.

We looked at companies in the same problem space, such as PBSKids, YotoPlayer, and LeapFrog.

04. Landing Page
04. Landing Page

We created a landing page that is visually appealing, including features and visuals of our product mockup and descriptions of how it works. We included an email collection form so that we can have a metric of the number of leads – people who are more likely to buy our product on launch.

We created a landing page that is visually appealing, including features and visuals of our product mockup and descriptions of how it works. We included an email collection form so that we can have a metric of the number of leads – people who are more likely to buy our product on launch.

05. Quantitative Validation
05. Quantitative Validation

For zero-budget traffic, we posted on Instagram stories, engaged with relevant Reddit communities, and reached out to our personal networks to drive traffic to our landing page. We were able to generate 1,100 impressions, 162 link clicks, and 5 leads with this method.

When running ads, we created a saved audience of techy parents with young children on Meta Ads Manager. After brainstorming a variety of hero images, headlines, and primary text, we made them into actual ads and ran them through our saved audience for a week on a budget of $70 (at $10 a day). We were able to generate 5,150 impressions, 175 link clicks, and 14 leads with this method.

For zero-budget traffic, we posted on Instagram stories, engaged with relevant Reddit communities, and reached out to our personal networks to drive traffic to our landing page. We were able to generate 1,100 impressions, 162 link clicks, and 5 leads with this method.

When running ads, we created a saved audience of techy parents with young children on Meta Ads Manager. After brainstorming a variety of hero images, headlines, and primary text, we made them into actual ads and ran them through our saved audience for a week on a budget of $70 (at $10 a day). We were able to generate 5,150 impressions, 175 link clicks, and 14 leads with this method.

Next Steps
Next Steps

Through our qualitative and quantitative validation, we are excited to announce that we will continue pursuing and developing Qwesty. Our next steps would be to continue refining the visuals of the product, building a greater presence online, and developing a MVP. Look out for more updates!

Through our qualitative and quantitative validation, we are excited to announce that we will continue pursuing and developing Qwesty. Our next steps would be to continue refining the visuals of the product, building a greater presence online, and developing a MVP. Look out for more updates!

Thanks for stopping by, let's connect! :)

Thanks for stopping by, let's connect! :)

Thanks for stopping by, let's connect! :)