NOISE-Champ 2

Noise-August 22'

Smartwatch

UX Design

Motion Graphics

My Role

UX Designer — User Research, Information Architecture, Market Study, UX Design, Interaction Design

Project Overview

Noise, one of India’s leading smart wearable and audio brands, identified a gap in the market for users under the age of 13. The goal of this project was to design engaging product features and an intuitive user experience for a smartwatch tailored specifically to the needs, behaviors, and preferences of young users.

HIGHLIGHTS

Smartwatch for the next Generation

RESEARCH SUMMARY

How research brought clarity to the challenge

Secondary Research

Understanding how children develop learning and habits through neuroscience insights

User Groups

Gain insights into the specific needs, behaviors, and preferences of users across different age groups.

Desk Research

Qualitative interviews & interactive sessions with kids and parents, quantitative surveys for broader data insights to develop user personas

Competitive Analysis

To assess our user experience against direct and analogous market competitors

Information Architecture

Focus on glanceability OR scalability, information must be instantly comprehensible at a glance

SECONDARY RESEARCH

Kids need to be segmented in two groups neurologically

Kids 7-9

Motor skills are still developing, learning how to read time and data

Mind yet not grown enough to multi task, prefer single player games

HCI is very visual depended on images, icons color psychology

Extensive interactions are not tedious but fun for this age group

Pre Teens 10-12

Can read, write and can do mental math calculations

Major focus on forming social lives in school Multi player online games is preferred

Visual still needed, fast learner with tech by “omitting unsuccessful user flows” very fast.

Need a balance of speed and animations

USER RESEARCH

Personas derived from the research and data gathered

Chota Bheem, 12

Pain Points

  • The watch doesn't have Youtube in it

  • The watch faces available are limited

  • Mobile use limit time

Chota Bheem, 7

Pain Points

  • Small wrist and unable to carry heavy watch

  • Not familiar to smart watch interface terminologies

Chota Bheem, 8

Pain Points

  • They are still learning hoe to read time

  • Parents find them too small an age to buy a smartwatch

Chota Bheem, 12

Pain Points

  • Need reminders for his daily chores(Homework)

  • have limited time schedule for phone use

  • No Cellular support for his watch

USER RESEARCH

What the parents had to say

Targeted parents are Primary decision-makers

Interviewd parents to identify tech-related concerns for their children

Used parents pain points as key opportunities for product developmenty

Smartwatches can be used to monitor child health and location remotely

Almost all patents preferred safety over entertainment and productivity features

Parents thought practical use minimizes social status related school rejection

THE PROBLEM

The Main Challenge

THE CHALLENGE

How might we create a smartwatch experience that becomes a meaningful, positive influence in the daily lives of kids and their parents?

SOLVING THE PROBLEM

Companionship through personalized characters

To promote independence and build positive habits, we designed a daily routine tracker that uses streaks and gentle gamification to encourage consistency, repetition, and a healthy sense of motivation in children.

Parents have full Control

Parents can set a daily school schedule in the app, locking the main menu to minimize distractions but keeping quick links open for emergencies. ‘Exam mode’ allows basic watch functions during school hours, ensuring convenience without sacrificing app usability.

Habit Formation Feature

A daily routine tracker for children was designed to promote independence and positive habit formation through streaks, fostering a competitive spirit and encouraging activity repetition

A holistic approach to health and fitness

The watch features a functions for tracking physical activity and health vitals, offering sports tailored for children, meditation, and a health behavior Analysis (HBA) percentage that helps parents monitor and improve their child's overall fitness

Utilities and games to entertain

With engaging games like tic tac toe and hamster, children stay briefly entertained without distraction additional practical features like a flashlight and timer offer convenience, helping young users discover the diverse capabilities of wearable devices

VISUAL ELEMENTS

Color Palette and Typography

Manrope

Regular, SemiBold, ExtraBold

Aa

THE IMPACT

Noise Champs 2 emerged as a trusted companion for kids and parents alike, driving positive habit formation, independence, and contributing to Noise’s growing leadership in the smart wearable market.

4300

Positive ratings on Amazon