Roger is a service for children whose parents work irregular hours and thus suffer from inconsistent sleep schedules. Roger releases a pre-recorded bedtime story every night at a specified time and gives children an incentive to get to bed on their own.
User research, problem definition, UX/UI design, industrial design.
This project took place over 3 months between January and March, 2019
Inconsistent sleep is detrimental for children's development
Irregular sleep contributes to disparities in children's health, school, and behavioral outcomes, but parents living in poverty are less likely to implement rigid bedtime routines.
Regardless of parents' knowledge about the benefits of consistent sleep patterns, irregular work hours, stress, and other forms of conflict make it significantly harder for parents of low-income to implement a rigid bedtime structure.
Create a structured bedtime ritual
This product aims to get children to bed on time, especially when parents aren't around. Ultimately, the goal is to create consistency and predictability in children's daily routines—an outcome that relieves parental stress and improves children's health, behaviour, and cognitive development.
Roger acts as a nightlight and a radio. The two functions work in unison to create an age appropriate bedtime ritual.
HOW IT WORKS
Pre-recorded bedtime stories
Roger is a platform that allows parents (and other role models) to pre-record stories for their children to hear before bed.
Parents record featured stories via a mobile app and upload their content to Roger's queue. At bedtime, children can hear the stories by interacting with the product.
Picture of someone using the app—recording a story
System map of the app/product integration. Details the story queue and how how other family members can also contribute.
Get ready for bed
When it's time for bed, Roger will calmly sound for a 6-minute window. Simply lift Roger's head to tune in to the story. A light indicates how much time is left until the story starts, giving children a few extra minutes to get ready for bed.
The nightlight indicates how much time is left until the story begins.
When the light makes a full rotation, the story begins with a pavlovian chime and ritual anecdote about bedtime.
Over the course of the story—about 12 minutes, the light slowly dims. When the story is done, Roger wishes the child goodnight and notifies their parents they've gone to bed.
DEFINING THE USER
To understand who I was designing for, I conducted 12 initial phone interviews with single parents of low-income ($20K–$30K/year). I found patterns in users perceptions and tasks and aggregated my findings in the form of a persona.
To better understand the user's context, I created a series of possible scenarios. I then created a storyboard to map out the intended experience and visualize the user's emotions. The storyboard helped me identify key touch points, but also revealed holes for follow-up research.
Drawing from my interviews, I translated interviewees intended goals into quantifiable desired outcomes statements. This gave me a foundation for defining product features, but also gave me metrics for determining the product's success.
DESIGNING THE EXPERIENCE
User flows and wireframes
I created user flows and annotated wireframes to capture the application's primary task. The following flows detail the sequence required to record a story.
User Flows (short-hand) annotated with numbered screens
Wireframes, annotated to match flows
TESTING THE DESIGN
Prototypes and user testing
I created interactive prototypes to test the main functionality. I asked some of my participants to perform a number of tasks, including:
1. Setting up the device
2. Selecting a story
3. Recording a story
The intent was to work out usability bugs that I may have missed in my initial designs.
FINALIZING THE DESIGN
During my usability tests, I noticed a few errors. Detail the errors.
I corrected the errors and polished the final designs.
Sign in, setting up the device, connecting to wifi and customizing the device to meet child's preferences.
Selecting a story
Product list page, discover stories,
Recording a story
Record stories, make changes, submit, queue
Behind the scenes
Sketches and form exploration, 3D prototypes and CMF exploration, prototyping electronics with an Arduino, empathy maps, sketch wireframes, rough storyboards