Three phones showing the Origami app: splash screen, home with activities, and a seed-planting project
ORIGAMI · EDUCATIONAL APP

Designing a creative activity app for children and caregivers

A mobile app concept for children ages 6–9, developed for families in Argentina. Origami combines guided hands-on activities, 30-minute sessions, and caregiver tools for configuring daily sessions and reviewing activity. Explore the prototype

From Passive Watching to Active Creating

Caregivers in our survey in Argentina reported children spending 3+ hours a day on screens, often watching videos on YouTube. Parents were looking for creative, educational alternatives to keep their children engaged, while also wanting tools to manage screen time and reduce the frustration around stopping.

This shaped the challenge for Origami: using children’s interest in screens to encourage creativity and hands-on play, with caregivers involved in setting limits and guiding the experience.

DESIGN QUESTION

How can we help kids use screens to inspire creativity and real-world play, while giving parents tools to manage screen time?

Creative activities, 30-minute sessions, and caregiver tools

Origami guides children through practical projects in areas such as gardening, art, and music. Children choose an activity, gather materials, and follow video instructions. Caregivers configure the number of daily sessions, with 30 minutes as a design starting point, and review activity through a separate overview.

Choose an activity

Origami activities screen with gardening, music, pets, programming, art, and electronics categories

Prepare to create

Origami gardening activity screen listing the materials: pot, seeds, shovel, and water

Configure daily sessions

Origami onboarding screen asking how many sessions the child should do per day

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Activity guidance for children, with session settings for caregivers.

Caregiver feedback on limits and transitions

I combined desk research, a caregiver survey with 22 responses from parents and guardians, and a review of educational and parental-control apps. Two findings helped shape the experience.

Ending screen time could create friction

Survey responses described resistance when devices were put away.

Design implication: Consider how children prepare for the end of a session, alongside how they begin an activity.

Caregivers already used advance notice

Some respondents explained the time available and agreed on when device use would end.

Design implication: Explore session settings that support these agreements, with advance reminders as a future iteration.

“I tell them in advance how long they can use it and when to put the device away. We reach an agreement.”

Caregiver survey response, translated from Spanish.
Explore the research board

Mapping the caregiver and child journeys

I mapped two connected journeys: caregivers configure sessions and review activity, while children choose projects and follow instructions.

Caregiver flow

Session setup and activity review.

Caregiver flow: Caregiver onboarding flow: from start, through the welcome screen and account check, to session configuration, registration, and the main dashboard

Child flow

Activity selection, preparation, and instructions.

Child flow: Child flow for starting a new activity: from the welcome screen and home screen, through choosing an activity and category, to the roadmap and starting the activity

01 — Prioritizing activity selection on the Home screen

The early designs already included three main actions: choose an activity, continue an activity, and view achievements. The iteration focused on their hierarchy and presentation.

“Choose an activity” became the largest card. The other actions moved below it, illustrations supported the labels, and the unexplained “Exp” indicator was removed from the Home.

Early wireframe

Early Home wireframe with three dark circles: continue activity, achievements, and activities

Intermediate design

Intermediate gray Home design with three circular actions and a character at the bottom

Final prototype

Final Home screen greeting Valentina, with a large Choose an activity card above Achievements and Continue activity

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The main actions stayed; their visual hierarchy changed.
  • More prominence for activity selection.
  • A consistent arrangement of the three actions.
  • Illustrations paired with text labels.

Clarifying the activity path

Early feedback from adults revealed that the path could be mistaken for separate categories. The design evolved from a generic “Road map” screen to a topic-specific view with an activity description and revised available and locked states.

Early wireframe

Early activity path wireframe with stages and placeholder text

Intermediate design

Intermediate gray Road map screen for stage 1 with electronics topics

Jardinería final

Final gardening activity screen with the activity description and a path of hexagonal steps

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The revised path still needed testing with children to assess whether it resolved the confusion.

Feedback on icons and the “Exp” label also reinforced that visual cues need clear meaning. Illustrations, labels, and video were used as complementary forms of guidance.

02 — Showing materials before video instructions

Activity introductions show the project and its materials before the instructional video. This gives children and caregivers a chance to prepare before starting.

The sequence connects digital instructions with a physical task. Testing with real materials would help identify when children could proceed independently and when adult support was needed.

Understand the activity

Origami gardening activity screen: Activity 1, step 1 of 6, learn about types of soil

Gather materials

Origami materials screen for sowing a seed: pot, seeds, shovel, and water
Preparation comes before playback.
Explore the prototype

03 — Configuring sessions and reviewing activity

Caregiver tools connect expectations before use with an overview afterward. The prototype includes a daily session selector, usage statistics, and activity summaries.

The 30-minute session length was a design starting point. Advance reminders and protected access to caregiver settings remained next steps.

Configure sessions

Origami onboarding screen asking how many sessions the child should do per day, with the selector closed
The same screen with the selector open, listing one to four sessions and two selected

Review activity and usage

Origami statistics screen with a weekly calendar and a bar chart of hours per day
Origami activity summary showing gardening at 100 percent and pets at 80 percent, with a child's quote on each
  • Configure the number of daily sessions.
  • Review activities and progress.
  • View usage statistics.

Testing revealed a competing focus: rewards

During prototype sessions with five children aged 6–9 (four boys and one girl), I observed attention shifting toward collectible characters instead of the intended task.

This raised a question about whether rewards supported the activities or became a competing destination. A next iteration would explore rewards tied to meaningful completion and a clearer stopping point.

Origami achievements screen: a grid of collectible characters, some unlocked and some still gray
The characters attracted attention; their role in supporting the main task needed further testing.

Prototype scope and priorities for further testing

Origami resulted in an interactive prototype connecting activity discovery, preparation, instructions, and caregiver tools.

The project taught me to evaluate engagement through what children actually do. Adult feedback revealed unclear elements; sessions with children showed how attention could shift away from the intended task.

Next steps

Test a complete hands-on activity.
Observe preparation, instructions, completion, and moments when adult help is needed.

Design the session ending.
Test advance reminders and how time limits, progress, and rewards work together.

Develop caregiver controls.
Define protected access and test how adults understand and change settings.

Origami is an academic prototype. Its effects on screen time, learning, and family routines were not measured.