Monkey Reward System Design

Monkey is a subscription based online education mobile app. It provides courses to children age 3-8 and new courses are released every weekday. A new rewarded was to be added. The goal was to encourage students to take courses on time to maximize learning performance. I led the end-to-end design of this section, including writing design documentation and delivering the job to developers.
Time: August / 2020
My Role: Interaction Designer
Introduction

Overview of the final design

Card Wall
  • check available card packages
  • check collection progress within a package
  • redeem gifts
Calendar
  • quick access to absent courses
  • locate available cards
Card Details
  • "like" a card
  • check card details
The Problem

Study performance is one of most important factors for parents to continue course subscription.

There are two majors ways to increase study performance.
Students are expected to take each one of them on the weekday they're released. In this way, the young users reinforce what they learn in previous sessions through repeating and association. The courses are scheduled five sessions a week, and each lasts about 20 minutes. The time gap between two adjacent sessions are 24 hours.
Problem Statement

How to motivate subscribers to finish each course on time to maximize study performance?

What motivates users?

Parents are more practical while children want fun and the feeling of accomplishment.

In previous user research, parents love
Children care less about money. Instead, they're looking for
Child: I study on Monkey AI.
age: 3-8
attendance rate: slightly higher attendance rate in 1st-tier cities
devices: most of the kids have experience using digital device; limited flexibility with younger kids
motivation: fun/wish to win
We grow up quickly so my behavior pattern changes quickly. Many of us started to take all kinds of preschool educational courses since I was a young kid. If the courses are interesting enough, we would take the courses more proactively.
Parent: I pay the bills of the courses, and help my kid learn.
age: about 30-40
education
: high
time with children/day
: 3.5 - 5 hrs
motivation
: good education quality, low cost, good performance
gender: mostly female
Most of us choose the course level and subject for our kids, but we leave them taking the courses on their own. We pay close attention to our kids' study performance. Many of us are anxious about them not being competitive enough.
The initial plan

Gamify the experience with rewards distributed to each phase of the study roadmap.

There are multiple ways an application be gamified, such as phased rewards or visualizing complex ideas. We think rewarding users every few weeks or so would be helpful to motivate users. Therefore, made this plan of offering users digital and physical gifts on a regular basis, to encourage them complete courses on time.
Users will be rewarded a card at the end of Friday's course, if all sessions in this week are completed. A physical gift will be mailed to the user if all cards of the same package are collected.
Users can check their card on the card wall page. By clicking the absent dates of a calendar, users will be redirected to the missing course page.
Design draft

Motivate child users with puzzle pieces they are rewarded at the end of each session.

I came up with 3 ideas of puzzle pieces collection.
Plan A
weekly task: collect a facet of the diamond by finishing all courses of the week
final goal: redeem a physical gift with the completed diamond
Plan B
weekly task: collect a piece of the puzzle by finishing all courses of the week
final goal: redeem a physical gift with the completed puzzle
Plan C
weekly task: collect a unique card of certain topics by finishing all courses of the week
final goal: redeem a physical gift with a group of cards of the same topic
pros: interesting; more interactive
cons: more time-consuming
pros: integrate digital puzzle and the final gift(physical puzzle)
cons: need more resources and time to produce physical gifts
pros: fast and easy
cons: less interesting
Interaction design rational

Iterate the design to make the process more intuitive and fun.

I tried different interactions and designs for each screen and elements.
card wall structure
We adopted horizontal scroll in the end. It saves space and allows users to have a glance of the content in the first screen.
vertical scroll
- multiple choices
- long way scroll down
horizontal scroll
- focus on one choice
- a clear hierarchy
pile up
- flexible interaction
- doesn't fit the APP style
card bag cover iterations
I tried a few different types combinations of the card bad cover.
iteration A
iteration B
different card bag status
There are multiple status of a card bag cover. We hope with this design, users can quickly tell the status of a card bag by referring to the cover. Access to the calendar page of the bag is also available on the cover.
iteration C (final version)
cards
There are different types of cards, including locked cards, unlocked cards and special cards.
calendar page
By clicking "get more cards" or "card record", users are redirected to the calendar page.
calendar iterations
There are multiple status of a card bag cover. We hope with this design, users can quickly tell the status of a card bag by referring to the cover. Access to the calendar page of the bag is also available on the cover.
iteration A
iteration B
iteration C (final version)
attendance
Users will find courses they miss and get straight access to these courses.
today's missing course
past missing course
qualified for a card
locked cards
finished course
unqualified for a card
Takeways

Takeaways

Think in big pictures, and also think in details.

As a designer, I'm supposed to take every possible situation into consideration. Edge case can have great influence on the final design. In additional, I also learned that tiny details could have a big impact. This is more so for mobile apps.

Collaborate with developers and other designers, follow the entire process till the new feature release.

Working in a highly cooperative environment, I gained experience on collaborating with colleagues of different roles including developers, product managers and other designers. My work as a designer does not stop at the moment I deliver it to developers. It also includes the reviews, tests and reflections.
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