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UX/UI bootcamp project · Mobile app

Niniero

App supporting parents and children. We associate family with love, home, responsibility, and relationships built over time — Niniero helps parents facing everyday educational challenges: task completion, responsibility, relationships, and communication.

My role
Researcher & moderator — personas, co-developed solutions & visual design
Team
Group project — user flow, wireflow & prototype responsibilities split across the team
Tools
Miro, Figma, Google Forms, Gitmind, Photoshop
Duration
12 weeks
Process

Our design process was iterative and agile, with strong communication throughout. We divided responsibilities across user flow, wireflow, and prototype phases, while I contributed as both researcher and moderator, creating key personas and co-developing solutions. We used methods like Walt Disney and competitive analysis to refine assumptions, and collaboratively worked on the visual design.

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01 · Qualitative research

Ten parents, six children, one screener.

We invited 10 parents to understand their relationship with their children, their problems, and their family goals. All interviews were conducted online, each of us acting as moderator or observer, and preceded by a screener sent via Google Forms. To get a child's viewpoint too, we also interviewed six children.

The initial concept focused on an app to help parents motivate children and reward achieved goals. To validate it, we consulted a psychologist specializing in positive discipline. The research showed that rewards aren't always the most effective educational method, and that parents are open to expert guidance, leading us to three core features: a task schedule, a parental guide, and a chat, inside a simple, user-friendly interface.

Conclusions — parents
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Conclusions — children
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Personas

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Goals

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Frustrations

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User journey map

In order to analyze the user's path, we created a diagram of the actions they take, to understand their motivations and expectations. The User Journey Map let us look at the product from the perspective of emotions felt by our persona, and which of their problems we could solve.

Parent
Child
Value proposition canvas

When we created personas and the customer journey map, we gathered a lot of information about our target group. The value proposition canvas let us better understand the client segment and sort its pains and gains — and, most importantly, what products and services we needed to deliver.

Competition analysis
02 · Ideate — Walt Disney Method

Four features that separate Niniero from the rest.

During the ideation stage we prepared a competitive analysis against our main assumptions. Knowing the personas, we created user stories together with user flow and wireflow diagrams.

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User flows

The key user flow processes were built in Miro, divided into their respective functions and stages. Each of us handled one of three processes: sending messages, seeking advice, or adding a new task. Repetitive processes were looped for clarity.

Sending messages
Seeking advice
Adding a task
Information architecture

The information architecture was mapped using Gitmind, translating our assumptions into a clear structure and closely following the processes that would take place inside the app.

03 · Modeling — wireframes

Pencil and paper, then twelve testers.

While migrating the project to graphical versions and first models, our basic tools were pencil and paper. We started with drafts, then moved to low-fidelity prototypes in Figma, and tested them on twelve people, including children, to detect and correct errors:

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04 · Final screens

The shipped interface.

Next project
Design System: component →
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