About this project
Squla believes that every child enjoys learning, and that great learning results can be achieved when providing methods that relate to their experiential world.
The goal of the Squla iPad and Android app is to provide quizzes, games and video’s that aligns with the personal level and current grade of the child.

The challenge
The primary challenge for the redesign of the iPad and Android app was to add motivational triggers for children to play quizzes on all subjects on a regular basis in stead of playing at random moments and focussing on easy quizzes only.
The secondary challenge was to improve overall usability by designing a new app architecture, gamification flow, navigation concept and feedback notifications.
Together with project manager and professional game developer Peter Hofstede (www.wungi.com) I was asked to set up and execute the design strategy.
Phase 1: Gather insights
First we interviewed a group of children from a variety of grades to ask a set of questions, such as:
- How often do you play Squla?
- Why do you play Squla?
- What triggers you to start playing?
- What reward are you playing for?
- How do you choose which quiz to play?
These and a lot more questions started interesting conversations. These learnings were categorised by persona’s.
Phase 2: Exploration
To motivate children to not only play the easy subjects but also the harder ones, the  
Squla app introduces Personal tips ánd a Trophy cabinet. Players complete quizzes that are recommended by Squla to collect badges and extra coins that can optionally be traded to real toys or movie tickets for 
example. 
Over time these personal tips, also called missions, will get more intelligent to provide a personalized learning curve, spanning the overall range of subjects.
Prototyping
Phase 3: Prototyping & validation
Next step in our design strategy was to design and develop multiple prototypes to test different navigation and gamification concepts. Using Axure RP, I built four prototype variations for the iPad app which we introduced to the group of children to conduct quick usability tests.
Phase 4: The build
With our fundamental design decisions refined, next step was to deliver interaction design documentation and brief the developers.
Squla
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Project Made For

Squla

Educational tablet app with predictive learning paths

Published: