Totum We opted for an easy-to-use application with no login system, enabling the child and/or parents to identify themselves via the parent or child totem received at the start of the year. The application is designed to enable playful exercises in the form of games
The application really had to be a game for the children since we wanted to replace the homework time they find unpleasant, as it takes place during home time (which is supposed to be reserved for play and time with parents). We therefore adopted games code such as the world and levels system to give them a sense of progression, but above all a companion and who can be personalized with pieces of equipment obtained in-game to motivate them
We also wanted to have a space dedicated to teachers, so that they could find the profile of each student and obtain information such as their progress curve on current level in each world
Finally, even if this idea has not been fully developed, we wanted to offer a tablet designed to withstand the use that children might make of it, and with no access to application other than Totum’s, to reassure parents and avoid encouraging children to spend too much time in front of screen
For practical reasons, but also to reward the children, we wanted them to be able to keep the totems they had personalized without the school having to buy new figurines every years.

We therefore chose to create a figurine that could be detached from it’s base (serving as a stand for the statuette).

The figurine would be purely decorative, while the base would contain resettable NFC technology and would be kept by the school to supply to subsequent classes.
We wanted a totem neutrol in his shape to let the kid express his creativity by personalizing it.

As the totem was also a “cocoon” representation of the hero present in the application, it had to keep a vague shape.
We wanted a figurine that would serve as a companion and hero for the child.

This toys-to-life-inspired figurine is a physical object in the form of a totem, in front of an avatar that will follow the child through the game.
We wanted a connexion to a virtual device to use the problem to find a solution.

We go with many device before going to a tablet
Using the playful to rethink the homework
Technology distracts children

Early school leavers have more access to technology than others.

Dropping out of school is not an inevitable fate

Children prefer to do their homework together

Parents don't spend enough time on homework
Interviews

6 parents
5 children
2 teachers
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leo Leo is an elementary school student of 8 years old, he has no problem at school but don’t like doing homework and prefer to play with his father at video games.

“School's so boring, I can't even play except at recess, but that's not enough! When I get home at night I have to do my homework, but I don't like it, it wastes my time!”
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Justine She’s the mother of Leo and have 36 years old. She can’t get his son interested in doing his homework and does not know how to manage work from home.

“My son is able to work alone but he cannot find the motivation to do so. I don’t always have the energy to accompany him for his homework and sometimes I don’t even know how to do his exercises”
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Miss armelle She’s Leo’s teacher. She note that pupils find it increasingly difficult to motivate themselves for their duties and try to do homework that changes from usual.

“I know that the problem with homework for my students is the fact that it takes time and that it requires concentration for not much reward according to them. I try to do things that change and amuse them but I don’t find”
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Time Frame 5 members Tools Apr - Jun 23 Lucas DEBESQUE
Gauthier CANFIN
Amélie ZIATKOWSKI
Mathys DELO
Antoine MACREZ
Figma
Miro
Tinkercad
Dall.E
Activities
  • Learning (Montessori Method)
  • Play
  • Edutainment
  • Avoid boredom
  • Raising awareness of technologies
Actors
  • Parents/guardians
  • Children 6-10 years
  • Siblings
  • Classmate
  • National education
  • Primary school teachers
Motivation
  • Be proud of yourself
  • Educational games
  • Picture / good point
  • Laugh
  • Pleasing the parent
  • Make proud
Location
  • School path
  • Elementary school
  • House
  • Apartment
  • school foyer
Tools
  • Book
  • Toys
  • Schoolbag
  • case
  • Computer
  • Booklet
  • Headset
  • Good points
Research hypotheses
Stakeholder
Values propositions
Insights
Personae
Research of ideas
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Values propositions of the parent
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Values propositions of the kid
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Children who have played mobility games have 66% more motions skills at age 10

The parents transmit values so we must include them to motivate the child

To have a better assimilation, the solution must be interactive

Today, kids doesn’t want to do homework or learn but don’t always have problems with learning at school. So, the problem is the moment of the day
Learning at home is complicated and after synonymous with conflict

No child likes to do homework and really understands its meaning

Teachers place great value on learning through play
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