SOEUN KIM
김소은


Soeun is currently a senior at the University of Maryland, majoring in studio art with a concentration in graphic design. While her main focus is graphic design and UX/UI design, she also enjoys ... read more 


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IYAGI


TIMELINE
November-December 2024 (4 weeks)

TYPE
UX/UI 
Illustration

IN COLLABORATION WITH
Priya Oza

TOOLS
Figma
Adobe Illustrator
Procreate
OVERVIEW

Iyagi is a speculative design-driven app that invites children to immerse themselves in their favorite media. It uses virtual and augmented reality features to explore new concepts through innovative, interactive, and unconventional learning methods. The word (이야기) directly comes from the Korean word of ‘story’. Because we think children’s learning has its core in storytelling, iyagi emphasizes interactive education through the intersection of storytelling and technology.



CHALLENGE AND SOLUTION

The first issue that we’re aiming to address is that parents often overlook teaching their children manners before they start school. This might be for a variety of reasons—they may not realize it has to be taught, or they may not have the patience/time to do so. The second is that many of the apps that children are using promote harmful behavior and can cause further issues (like TikTok worsening attention spans, etc.).

Our app will act as an interactive TV show and a fully personalized platform to easily and efficiently teach about manners by allowing them to interact with something similar to what they already know and love.

After connecting the child’s Netflix or YouTube Kids profile to our app, it will automatically figure out what kind of narrative and art style would be the best fit to resonate with the child and will craft personalized visuals and dialogue to do so.
TARGET AUDIENCE

Iyagi targets all genders between 4-9 and parents of children in that age range.


Instead of exposing young children to possible harmful media that can be easily accessed online and through social media platforms, iyagi aims to create an educational platform that is both fun and safe. Having two target audience group will allow our app to be both accessible to young children and their parents, so they can keep track of what their children are learning.



USERFLOW

Because we had two target audience groups, it was essential to create a simple user flow for easy navigation. Most of the data/information about the user will be managed in the parent's account and the actual lesson learning will happen in the child's account.