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
