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Platform for students in school systems to buy curated goods on the platform using reward points that they receive by participating in competitions and learning sessions.
Kids today live in the world of smart gadgets and online platforms for everyday necessities. They witness their parents and surrounding people to be engaging with the same.
Hence, it is essential to design the services and platforms for kids and their advancement. To accept that, in the changing world they can not be, rather should not be kept away from the technology.
With this thought, the project was directed to create a safe platform for the kids to shop for their necessities. It further grew into a gamified platform for participating and learning to earn points and buy using them. A platform that instills the value of money as they shall be earning every point that they spend.
Exploration
Find
Understanding Ecommerce
--
Exercises to find Potential Gaps in ecommerce :
Domain & Users, competitor analysis, impacts
Ideation
Define
Form a Brief
Ideation
Gather
Understand the ecosystem of the problem / brief
--
Impact
--
Persona
--
A day in the user’s life
--
Interview
Reflection
Map
Service Blueprint
Reflection
Refine
Service Map
--
Information Architecture
--
Wireframe
Reflection
Prototype
Colour Scheme
--
Fonts
--
Branding
--
User Interface
Ecommerce of
curated goods,
bought using rewards collected
by students in school systems
for kids of age 9 and above.
Importance of Reward System in schools
People
Classmates
Teachers
School Staff
Juniors
Seniors
Products
Study Material
Accessories
Apparel
Cocurricular activities
Learning
Academics
Co-curricular
Discipline
Everyday Classes
Home work
Assignments
Videos
Tuitions
Reward system may motivate students to complete their studies / home work
Competitions
External
Internal
Subjects
Individual / group
Academic
Extra - curricular
Reward system may encourage students to participate in competitions
Evaluation
Half yearly
Annual Exams
Quiz
Report Card
Help students take all round education, along with the regular subjects
Rewards
Marks
Draw star on hand
Marks
Prizes
Committee - like prefect, head girl-boy
Reward system may validate students talent in areas other than regular subjects
A day in student's life
Get up
Get ready
Breakfast
School
Lunch
Homework
Pray
Play
Entertainment
Games
Sleep
Microsystem :
Parents
Siblings
Teachers
Pets
Microsystem :
Friends
Care Taker
Classmates
Mesosystem :
commute
neighbor
Exosystem :
house help
School staff
Other batches
Persona
Primary
Secondary
Supplemental
Customer
Served
Negative
Personal
Students
Parents
Siblings , Friends
School
Teachers, Staff
Management
Classmates
Ecommerce
Vendors
Service Provider
Finance
Curator, Delivery System
Adding Gamification to the service
Why Gamification?
Gamification is the application of game elements and digital game design techniques to non-game problems, such as business.
Why Gamification?
It provides with :
Encouragement
Enthusiasm
Participation
Customer :
Primary : School Management
Secondary : Vendor, Competition organizers
Independence
Understanding the value of Money : Earn and spend
Confidence
Safe platform : curated products
encourage participation
All round education
Focus on :
Homework
Good Behavior
Discipline
Cocurricular Subjects and Activities
Celebrations
Academics Subjects and Activities
According to the ,
Octalysis Framework for Gamification & Behavioral Design
by Yu-Kai Chau,
the service provides a positive balance between the right and the left brain, the intrinsic and the extrinsic.
Student
Learn
Workshops , Sessions
--
Participate
Competitions
--
Shop
Points gathered
Spend analysis of points
Shop history
School Management
List of Students
--
Completions | Workshops | Products on sale
--
Previously done / Latest / Upcoming
--
Products sold
--
Points allotted to class
--
Organizers
Teachers
Give points to the kid
--
View competitions
--
Workshops
--
Create Bundles for prize
Vendors
Update stock
--
Manage orders
--
Track orders
--
View earnings
--
Analysis of sales
--
Bank details
--
License
Organizers
No. of participation
--
Apply
--
Result of Application
--
Target class group
--
Create Bundles
Heading font : Sofia
Sub - Heading font : Nunito Medium
Body font : Nunito Regular
Primary
#2B427E
Primary Variant
#C6D6FF
Secondary #FFE2D1
Secondary Variant #EE935F
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Illustration Style to resonate with the children of age group : 8 - 15 years
Explorations
Cards for :
Products , Competitions and Sessions
Heuristics :
Consistency and standards
Recognition rather than recall
Cards for :
Products , Competitions and Sessions
Login Box :
Heuristics :
User control
Error prevention
Prototype for the function : shop has been created below.
Further scope of work
Design of the application for the other users of the App : School Management, Vendors, Organizers
Design of Badges and Titles : received by students on winning competitions
Advertisement Posters and Animation for promotion and conveying the concept
Project mentored by :
Kadambari Sahu and the team in the
DI Apprentice program (IxD) July 2022
conducted by ValueLabs