Mavo

Mavo

When a Voice Becomes a Connection

Team Project

  • Subin Choi (Product designer, Project Lead)

  • 3 Front-end developers

  • Subin Choi(Product Designer, Project Lead)

  • 3 Front-end developers

DURATION

Jun 2024

TOOLS

Figma, ProtoPie

Project Overview

Mavo is a vocabulary learning app designed for nonverbal children. Instead of using synthetic voices and standardized images, it turns caregivers’ recorded voices and children’s own drawings into personalized learning materials.

In small, informal observation sessions with three children, each about 5-7 minutes, spontaneous interactions increased by 1.5x.

In small, informal observation sessions with three children, each about 5-7 minutes, spontaneous interactions increased by 1.5x.

What’s the problem?

Engagement dropped by over 40% with robotic voices and generic visuals

Children often disengaged or repeatedly selected only their favorite cards, avoiding exploration.

What’s the solution?

Emotional connection sustains attention better than rewards or correctness.

Mavo replaces synthetic speech with familiar voices and enables learning through child-created drawings, creating an emotionally safe, playful experience

Discovery & Insight Synthesis

Understanding why others failed

Most tools rely heavily on text-to-speech repetition and structured prompts, prioritizing communication output over emotional input.

While these apps support word recognition, they often fail to create emotional connection or intrinsic motivation to express.

competitive analysis

competitive analysis

Key Insight

Key Insight

Emotional connection plays a critical role in sustained learning.

Children stayed focused longer when they heard familiar voices, felt emotionally safe, and were allowed to explore without fear of failure.

Emotional connection plays a critical role in sustained learning.

From findings to design opportunities

Research revealed that engagement increases when learning feels emotionally familiar, personally owned, and creatively expressive.

Emotional connection keeps children engaged

Emotional connection keeps children engaged

Personal ownership increases motivation

Personal ownership increases motivation

Creative expression fosters expression

Creative expression fosters expression

CREATIVE iNTERACTION fOSTERS sELF EXPRESSION

These insights shaped the foundation for an adaptive, emotionally responsive interface.

User Journey map

Understanding Emotional Friction

Observation revealed that excessive feedback, correctness cues, or performance pressure disrupted emotional focus.

When learning felt evaluative rather than supportive, children disengaged.

“How might we design a learning experience that supports emotional safety while encouraging exploration?”

“How might we design a learning experience that supports emotional safety while encouraging exploration?”

What do users need to stay emotionally engaged?

  1. emotional connection builds confidence

  1. Emotional connection builds confidence

  1. Emotional connection builds confidence

Familiar voices help children stay focused longer.

  1. Personalization increases motivation

Drawing and recording create emotional ownership.

  1. Creative interaction fosters expression

  1. Creative interaction fosters self-expression

Children can express themselves without speech.

Children can express themselves without speech.

From Recognition to Emotional Connection

The learning flow was designed to feel personal, sensory, and emotionally guided.

The learning flow was designed to feel personal, sensory, and emotionally guided.

The interface connects recognition, creation, and feedback into one continuous learning loop.

Interface & screen flow

However, early testing revealed that even emotionally guided systems can create unintended friction when structure and hierarchy are unclear.

Usability Testing & Iteration

We observed three children using Mavo on a tablet in 5-7 minute sessions. During each session, a teacher worked one-on-one with the child and encouraged verbal responses. I wanted to see whether the prototype supported child-led interaction and natural exploration. While this was not a controlled study, two clear behavioral patterns emerged.

The focus was on identifying moments of confusion, distraction, and limited engagement.

Navigation Confusion (Parent Feedback)

“Edit and Vocabulary modes are confusing, and my son was trying to click them.”

Usability Insight:

Children were visually drawn to caregiver-only controls.

Usability Insight:

Children were visually drawn to caregiver-only controls.

Design Response:
Caregiver functions needed to be visually separated
to maintain a child-focused interface.

Low Exploration (Teacher Feedback)

“The student clicked only certain topic cards that he was interested in.”

Usability Insight:

Children tended to repeat only familiar categories and avoided new vocabulary.

Usability Insight:

Children tended to repeat only familiar categories and avoided new vocabulary.

Design Response:
Instead of instructions or rewards, subtle visual and narrative cues were added to gently invite exploration.

Outcome

As a result, voluntary interaction increased by 1.5×, with broader exploration across categories.

Key screens

A Safe and Supportive Speaking Practice with a Familiar Voice

Practice safely with a familiar voice: recordings made by caregivers or teachers replace synthetic speech.

Building Attachment Through Self-Created Cards

Cards created by the child: kids turn their own drawings into learning cards.

Key Micro Interaction from iterate

Learning that moves at a child’s rhythm

Mavo turns word learning into a tactile, emotionally guided experience. Children tap or swipe cards to hear familiar voices and learn at a pace that feels safe and natural.

Learning that feels like a conversation

Learning that feels like a conversation: a friendly mascot guides with warm voice prompts.

Prototyping the Experience

Recognition, creation, and feedback form one continuous learning loop.

Reflection

Designing emotion, not instruction

It wasn’t about adding more features. It was about pace, tone, and trust.

Simple and predictable feedback worked better than complex or reward-driven interactions.

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