SANDIX

SANDIX bridges physical and digital mediums to foster meaningful interactions between divorced parents and their children, supporting emotional well-being.

Project Type: Individual Academic Work

Contribution: UX/UI, Research, Prototyping, Usability Testing, Visual Design

Timeline: 6 Months

*Selected as an Exemplary Project for Parsons Product Design

EMPATHIZE

Children struggle to maintain meaningful communication with their physically separated parents.

Image Source: New York Times

About 50% of U.S. children experience parental divorce, making effective communication crucial, especially for kids aged 5-12.

However, during the pandemic, business-oriented video chat systems often proved too complex for younger children, impacting their education and family connections.

USER RESEARCH

Where do people struggle in the current experience?

We conducted extensive interviews with parents of children aged 5-12, as well as with the children themselves, to understand their communication priorities when they are physically apart.

(Note: The parents and children interviewed were not paired.)

KEY INSIGHTS

Key Needs: Emotional Support, Companionship, and Stability

Through interviews, I identified the distinct needs of both parents and children, along with their shared needs, as color-coded below: Green for children and Blue for parents.

DEFINE

User Persona

I defined user personas based off of the project statement and user interviews.

USER NEED ANALYSIS

What’s been done in the past?

Based on the user need, I explored existing tools that address various challenges faced by divorced families. This research helped me synthesize insights and gather inspiration for designing effective solutions.

From tools from the beginning of the anthropological history of storytelling to modern video-calling platforms like Zoom, and the therapeutic potential of sand tray therapy, these elements play crucial roles in fostering emotional bonds and stability in such contexts.

IDEATE

How Might We Foster Engaging And Meaningful Connections Across Long Distances?

I developed a tablet-based mobile app by analyzing user needs and drawing inspiration from various sources. This app has four key features, enhanced by incorporating physical toys that interact with the screen, enabling functionalities like SANDPLAY.

Features


High Fidelity Prototypes


User Testing

What Did Parents and Children Think?

Testing at Madison Square Garden with a class of children from grades 3-5.

Objectives


  • Assess SANDIX appeal for target users

  • Evaluate 3D toy ergonomics

  • Verify app functionality for adults

  • Test communication capabilities between parent and child

Method


  • Children: Prototype interaction via stamping on printed figma prototypes and 3D mock-ups.

  • Adults: Test Figma prototypes, conduct interviews on daily interactions and interests with their kids.

Testing Materials


  • 3D printed SANDIX toys

  • Mobile and tablet high fidelity prototypes

Design Refinements


Key Insights


Expert Interview

High Fidelity Prototypes

Hardware Design

Key Features

Closing Thoughts

Reflecting on my journey with this project, I learned that while we can design features and workflows, the actual user experience cannot be entirely predetermined.

Testing revealed that what seemed like a solid idea sometimes didn’t resonate with users as I had hoped. This disparity highlighted a crucial insight: the most valuable design opportunities often come from understanding what users genuinely enjoy about their existing solutions—familiar toys, stamps, or other interactive elements.

Moving forward, I see a lot of potential for this project in the AR space. By creating truly tactile experiences that enhance interactivity between parents and children, I aim to design environments that foster deeper human connections, using technology as a bridge rather than a barrier.

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