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CLASSMATE SPELL BEE BY RADIOMIRCHI
Classmate Spell Bee, in collaboration with Radio Mirchi, launched India's largest school-level spelling competition. For its ninth season, we developed a mobile game app to engage fans of the show and emerging spelling enthusiasts, providing a platform for students to participate in the competition.
PROJECT TYPE
UX/UI
ROLE
Research, Visual Design
YEAR
2014
TYPE
Client
CHALLENGES
Designing for children required a deep understanding of their mental models and how they perceive daily objects. Key considerations included:
Colors
Gestures
Interaction
User behavior
Perception of graphics and real-life metaphors
Fonts
Animation and sound effects
Navigation
PRIMARY USER PERSONA
Name: Ananya
Age: 8-10 years
Background: Curious and enthusiastic elementary school student
Education Level: Primary school
Interests: Learning new words, school activities, interactive games
Goals: To enjoy learning, improve spelling skills, and participate in competitions
Challenges: Short attention span, needs engaging and visually appealing content
USER RESEARCH
User research was critical, especially with children. I observed their study habits, play patterns, and interactions in schools and tuition classes. This helped identify the target age group and gather insights into what captures their attention and keeps them engaged.
Observation: Children are highly engaged by interactive and visually stimulating content.
Interests: Enjoyment in school activities and familiarity with using chalkboards.
Behavior: Love for the tactile experience of writing on chalkboards, which is more exciting than digital screens.
PARTICIPATORY DESIGN
In co-design activities, children participated in word challenges and shared design ideas. Notably, many children preferred writing on school boards, which informed our design inspiration.
DESIGN INSPIRATION
The game design mirrored a classroom board, making it simple and intuitive for children to interact with, enhancing engagement.
VISUAL DESIGN
Adhering to established brand guidelines, I focused on combining colors, type, and elements to enhance usability and user experience, supporting the learning curve and adaptability.
HOME
GAMES DEVELOPED
1. Slice the Word:
- Learn the meaning of words.
- Slice flying alphabets to form the correct word.
- Avoid incorrect alphabets (deduction in life).
- Use power-ups.
- Progress through levels and collect words.
- Share scores on social media.
2. Mock Test:
- Select 50 correctly spelled words in 5 minutes.
- Register to take the test series with 10 levels, each with 75 multiple-choice questions.
- Score points for correct answers and view leaderboard rankings.
3. Power Word of the Day:
- Learn a new word daily, including its meaning, origin, and usage.
- Access archived words.
- Receive daily notifications.
USABILITY TESTING
I conducted usability tests with an interactive prototype, observing user interactions and identifying friction points. Feedback was integrated to refine the design.
USABILITY TESTING INSIGHTS
Navigation: Ensured easy and intuitive navigation aligned with children's expectations.
Feedback: Integrated user feedback to minimize friction and enhance clarity in interactions.
Engagement: Focused on maintaining engagement through visually appealing and interactive elements along with sound and music.
DEVELOPMENT
Post-design, I collaborated closely with the developer to ensure clear implementation directions and achieve pixel-perfect execution.
THANK YOU :)
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