HannsDraw tablet, an eye-protecting tablet for your kids to enjoy drawing and develop creativity.
To develop our company's new tech display, we plan to create a series of new products and expand the product line to showcase our display technology. We believe that compared to existing products on the market, our products have the advantage of protecting children's eyes and offer a competitive price.
Our company want to develop a laptop for children to learning and drawing, which have to:
✅ Reasonable price
✅ Cultivate children's creativity
✅ Eyes protection
✅ Easy to carry on
✅ Long battery life
✅ E-co friendly
As well as, this laptop must have these functions below:
fter performing a competitor analysis, we interviewed the gatekeepers of our target users and conducted a mobile survey with them. This research aimed to understand children's behavior, preferences, and the reasons that could persuade parents to purchase the products. From this, we gathered several insights...
Based on our findings and insights, we created two personas, which are...
After defining the functions we need to provide (through user surveys, findings, insights, and personas), we created a functional map.
In this part, we need to analyse which sections will allow parents to assist the children (onboarding page, settings, output, input, etc.), and which sections the children will use alone (drawing page and related functions).
For the sections where parents will assist, we can add some words to guide usage. However, for the sections that children will use alone—especially for those who may not know how to read—we need to keep the user flow as simple and intuitive as possible.
To facilitate clear communication with the project manager and developers, I created wireframes and user flows to explain the next steps. Additionally, I wrote clear guidelines to explain the wireframe pages in detail.
The biggest challenge was ensuring that children could understand the meaning of icons without textual assistance. Since our target users are children aged four and above, and considering that children aged 4-6 may not yet be able to read, we needed to design icons that could be understood without words.
Additionally, we needed to ensure that parents could understand how to operate the tablet. The most complex aspect involved saving or deleting artwork. Given the limited memory capacity of the tablet, some functions were adjusted to require an SD card. We also had to consider how first-time users would understand this requirement.
Though the project was not released, it laid the foundation for the development and UI design of our total internal reflection tablet. Due to cost concerns, we later developed a monochrome writing tablet and the full-colour HannsNote 2, with user flows from this project accelerating their production.
While the children's drawing tablet didn't launch, it helped us secure a patent. I learned to design with icons for children who can't read, enhancing my visual communication skills. Additionally, I discovered that vibrant colours and engaging graphics attract children more than simple designs. This project was fascinating and highlighted the need to balance parents' and children's perspectives.
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