Methodology

Observe and learn

Primary users

It is a time when kids are in a healthy environment where they can have fun and learn, experiencing a boost in their mental development, which allows them to increase their social interest, develop their intellectual growth, and enhance their motor skills. At this age, they can understand rules and instructions and make significant progress in both their fine and gross motor skills.

Secondary users

Amusement parks, museums, schools, and other institutions are centered on educating children through engaging and playful methodologies—institutions that have a real interest in preserving and promoting our traditions. These places are ideal for implementing these initiatives.

Ask

Surveys were conducted with the owners and workers of typical dessert restaurants in La Candelaria, Bogotá, to understand how local gastronomy is perceived by the new generations.

Children are interested in playing with different devices.

They don’t know anything about the processes or the raw materials.

They are not enthusiastic about the traditions or their value.

Build

Sketch storming

Combine ideas

1. Interactive kitchen.
2. Points accumulation.
3. Interactive audios.
4. Recipe book.
5. Points.
6. Production table.
7. Teamwork.
8. Clue discovery.
9. Following instructions.

First low fidelity prototype and  user test

The first exercise assessment will focus on the shapes, dimensions, and components required to complete the activity. Additionally, it aims to evaluate the feasibility and clarity of communication regarding the steps involved in the entire circuit that users will navigate to reach the finish line, as well as safety factors.

The initial approach to the design and installation of the experience, where students and professors acted as participants to test it

First model 1:1

We tried the size with this model and made the first approach to the electronic components.

Iterate

Based on the tests conducted with users, we made several improvements and changes:

  • Programming the electronic components to ensure optimal functionality.
  • Refining the model and adding graphic elements to better guide the activity.
  • Complementing the activities with components such as a recipe book, keys, stickers, and kitchen items.
  • Establishing that the activity will use three specific recipes: Arroz con leche, Oblea, and Natilla.
  • Designing audio content.
  • Recording the audio, which simulates a conversation between a grandmother and a grandchild in which the children are guided to cook the recipe while learning about the history of the raw ingredients and desserts.
  • Laying out technical plans to bring them into production using real materials.

Blue print and render

Development of the high-fidelity prototype

Other components

Audios – Instructions and history

Tell the history of the raw materials and the desserts as a conversation between a grandmother and her grandson.

Recipies book and utensils

The recipe book contains instructions for dessert preparation and includes clues with color codes to open the different drawers where the kids will find the utensils and ingredients.

Additionally, each child needs to wear a hat and apron while developing the activity.

Electronics

In the electronic setup, six LED strips of different colors were used as part of a composite circuit. Additionally, a 180º servo motor and two 7 cm buttons connected in parallel were incorporated. Everything is connected to an Arduino (a programmable board) and powered by a 5-volt supply, with an additional 12-volt power supply included. Lastly, an integrated component completes the system.

Visual communication

Colors that guide the activity and provide a coherent look and feel to motivate and excite children and make children feel excited to do the activity.

Customer journey map

Launch

The project was launched at Show Place, located in Bogotá, Colombia. It is an educational center with innovative and creative activities. Its philosophy is called ‘Edutenimiento,’ which means education through entertainment. It makes use of theater, puppetry, and the arts as learning tools.

Lessons Learned

1.Engaging children with interactive, multi-sensory methods, like storytelling, visual cues, and tactile experiences, captured their interest.
2 How essential collaboration is for users and  the project team.
3 Early prototype testing with educators provided valuable feedback, leading to improvements in activity clarity and design.

Takeaways

1. Combining cultural education with interactive storytelling is a strong approach for children
2. Continuous testing and refining were crucial in aligning the installation with user needs.
3. Finding the right balance between a challenge and accessibility is essential for keeping users engaged without overwhelming them.

Things to Avoid in the Future

1. Broadening the activity flow caused certain steps to become challenging.
2. Testing with actual child users instead of only educators might have revealed additional insights earlier.