Designer from Gothenburg Sweden
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Spotify For Kids

 

Spotify For Kids

The usage of smartphones has increased for younger children for that last couple of years and 98% of Sweden's six year olds use internet in some form. Many of the interfaces are only adapted to adults even though children are also a big target group. Some streaming companies have adapted their interfaces and content to fit children in a more appropriate way. Spotify however, have not and are therefore excluding this user group.  

This was a part of a project course at Chalmers University of Technology and the team consisted of 4 students from the masters program Interaction Design and Technologies: Louise Henriksson, Danny Lam, Annie Rehnberg and Johan Levin. The purpose of the project is to research and understand how children interact with Spotify’s current interface and also see how it could be adapted to fit the target group more appropriately.

My role for this project was as a project manager, UX designer and UI designer. 

 

 
 
From workshop 1

From workshop 1

Requirement phase

The main purpose of the requirement phase was to gather data which resulted in a list of requirements. The data was collected by using an online survey and five interviews with parents of children in ages five to nine. A workshop was also conducted with ten 6-year-olds, in order to gain real feedback on the Spotify interface.

Key findings were defined in a set of requirements, these were that children feel empowered by completing tasks on their own, they find it easier to read uppercase letters and that their motor skills aren't as precise as adults and therefore needs bigger hit targets.

“Children want to use technology on their own and feels empowered and proud when they can finish a task on their own” - quote 1, respondent 2.


Ideation phase

The ideation phase aimed to develop a concept that accommodated the list of requirements. The group members then, individually, started creating one wireframe proposal each. See my proposals to the right, these are also the wireframes that we decided to continue with. The wireframes developed into a first high-fidelity prototype and later into an interactive prototype, using sketch and Principle, that we evaluated on the same group of children for a second workshop. 

 

 

 


Evaluation phase

This is the design that was chosen for a final evaluation through a second workshop with the children. The children were asked to help a character called Spoffe to play a few different songs. One example of tasks could be: “how can you help Spoffe to mix a happy dance playlist?” let them try out the new Mix-function. At the end of the workshop, these were the findings:

  • Remove Shuffle

  • Pause / play must be available at all times.

  • Shorter text description in Mix and add animation on finger dragging

  • New mixer bowl, possibly more "mix" expression

  • Make the search function bigger and more distinctive

  • More color, especially so the children knows in which screen they are in at the moment.

With these findings, we created a final concept. 


FINAL RESULT

To the left are a visual representation of the final concepts three main views. 

The app is divided into three different views: Home, Playing and Mix. The Home screen displays the most listened music, including my favorites, most played artists, most played albums and most played songs. Home also provide a dynamic view with new top lists that is updated every week. The navigation bar is now color coded with a unique color for each view. 

Scenario

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