Academic presentation- Semillero RAD 2021

CLOOP

Seeks to create moments to share with the family. It consists of a guide kit that accompanies, motivates, and entertains children during the handwashing activity. Its elements are tools that the new superhero will use to fight viruses and dirt. With CLOOP, you become a hero.

TIMELINE

June - December 2020

TEAM

Estefanía Reyes - Lizeth Velasco

ROLE

Prototyping, usability study, visual design

Tools

Adobe XD, Adobe Illustrator, 3Ds Max, Solidworks, Adobe Photoshop

Problem

Design a playful system to encourage hygiene habits aimed at children. 🙌
Taking into account that the challenge for this project occurs during the COVID-19 health emergency, it was decided to address one of the primary needs highlighted by the crisis: proper handwashing. The aim was to find a didactic method to teach children how to wash their hands correctly while helping them understand its importance and the context of the situation they were living in.

PROBLEM QUESTION

¿How to motivate children aged 3 to 5 to develop a habit of handwashing?

CHALLENGE

The challenge was to involve the children in self-care and biosecurity practices to create autonomous behaviors and prevent transmission.

METHODOLOGY

The approach to product development was framed by the product life cycle and centered on strategic design. The principal phases were ideation and definition, structured by the process areas (product management area, requirements, product design, marketing, sustainability, and product testing).
Methodology CLOOP

USER RESEARCH

The research identified the need for improving the process of teaching the washing-hands habit to children between 3 and 5 years old, with motivation as a fundamental base. The project's five requirements were to be educational, safe, environmentally friendly, motivating, and eye-catching.

To create our character profile, we conducted several interviews with the parents and their child, with the objective of learning about their pains, desires, and needs. The result of this research was two character profiles, which were used as the basis for this project.
Persona 1
Persona 2

PRODUCT DESIGN

The product design development process was divided into two phases:
The first phase involved using requirements to propose alternatives. This phase utilized design tools such as mood boards, morphological analysis, and SCAMPER.
In the second stage, the formal and function prototypes were made. This allowed for the evaluation and consideration of key details and elements for the final proposal.
GIF animation prototypes

PRODUCT TESTING

The testing area was hampered by the lockdown. Therefore, this situation affected both the number of participants and the process of the testing activity. For this part of the project, it was necessary to create bio-security protocols. The informative tables below show the types of tests used for the validation and verification parts.

Results: Children

Time

46.5 Seg
ACCEPTABLE

Being a renewed activity, the learning time wasn’t so significant and could be reduced by mechanizing the steps.

Error

0.67 average
It would fit into the category of total success; however, it was categorized as PARTIAL SUCCESS.

Step by step

Accompanying the parent or guardian in the learning process

EMAPI Motivation test

Score of 33
(Minimum possible 17 and maximum possible 34)

Cleanliness, hygiene, activation,  tranquility and security

The product communicated to users the concepts of cleanliness, safety, fun, courage, greatness, calmness, and intelligence

Results: Parents

Cleanliness, hygiene,  activation, calmness and safety

The product conveyed to users the concepts of safety, cleanliness, hygiene, fun, freedom, and activation

SUS SCALE

Values in the range of 77.5-92.5%.
Considered the KIT as ACCEPTABLE
CLOOP logo
After identifying the necessities of the users, we started to create a product with the purpose of developing a design experience. This experience involved building both tangible and intangible elements to provide parents with a tool to help them explain the pandemic situation and how we could contribute from our own place.

Intangible experience: CLOOP Story

The user can have access to the CLOOP app, which was created to improve the interaction. The app has general information about the product, tips and advice for parents, step-by-step instructions that the child should follow during hand washing, and the CLOOP story, "A hero can come from anywhere."

It is the story of Emma and Lucas, two young siblings who, upon the arrival of a new virus in the city, embark on an adventure to find a solution. With the help of new friends, they manage to become heroes.

Architecture

Architecture app
The development of this story seeks to promote symbolic play, allowing the child to identify with the role of hero, which is synonymous with responsibility, courage, autonomy, and security, key values that the child should develop during childhood. The storytelling shows how the characters become heroes as they replicate actions equivalent to the hand-washing process.

Tangible experience: CLOOP Product

As a result, CLOOP is born, a guide kit aimed at accompanying infants aged 3 to 5 years through motivation and play. Cloop is composed of two parts: a guide toy that assists the child with the activity of washing their hands, and a soap dispenser.
Info CLOOP productSteps CLOOP use

INSIGHTS

  • CLOOP is a solution to a problem that was accentuated thanks to the pandemic; however, the need to create healthy hygiene habits in children is preserved over time because it's one of the main practices that children must acquire during their development, so the kit continues to be presented as a very interesting activity that supports and encourages the formation of these habits.
  • The creation of a story contributed to looking at the COVID-19 situation from another perspective. Supporting the activity through a playful experience was vital for the task of informing and involving the children in the pandemic situation to be as bearable as possible without generating any kind of panic in them; on the contrary, it created the idea that even as children, they have the possibility of contributing and becoming heroes.
  • The design of the experience generates the motivation for the children to interact with the kit, learn how to use it, and develop the activity as proposed in the game.