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Product design · Ed-tech

Whylo

“Why don’t I remember being a baby?”

A 7-year-old asked this.

Whylo listening screen with live transcription
Whylo home with a red panda, questions and a daily discovery

A curiosity-first app that helps kids turn everyday questions into discoveries.

Role
Product Designer
Timeline
4 months
Year
2026

The story at a glance

The microphone looked active. A child still couldn’t tell it was listening.

Whylo is a question-and-answer app concept for kids. We spoke with seven children aged 7–14 and five parents, then tested the experience with four kids. Two moments from that testing changed the design.

Product design, research and usability testing · Concept, not a launched product

7
kids interviewed
5
parents interviewed
4
kids in usability testing

How we got here

The moments when curiosity gets interrupted

A child might have a question in the car, at lunch or just before bed. Our interviews with seven kids and five parents explored what happens to those questions, and how differently children like to learn. Some wanted quick explanations; others wanted details, stories or quizzes. We explored voice input, layered answers and a place to save discoveries. Then we put the concept in front of four kids. Two interactions we thought were clear turned out to be stumbling blocks.

Interview themes from the research

Interview affinity map grouping notes about learning formats, pace, curiosity, rewards, and independence
Interview notes grouped into twelve themes about how kids learn and explore.

What testing changed · 01

Let kids see that Whylo is listening.

The waveform moved, so we assumed it explained that the app was listening. One tester wasn't so sure.

“I did not know it was listening. It felt like nothing was happening.”

Usability test participant

The waveform made sense to us, but one tester couldn’t tell whether the microphone was on. We replaced ambiguous listening feedback with live transcription, so their own words confirm that the app heard them.

Before

Listening screen with a waveform but no live transcription
Before Waveform only

After

Listening screen showing spoken words beneath the waveform
After Live transcription

What testing changed · 02

Take the homework out of remembering.

Saving an interesting discovery seemed like a good idea. Asking children to write a reflection turned it into a chore.

An open-ended reflection prompt felt like schoolwork to a younger tester. We removed it and simplified My Book into saved discoveries kids can return to without being asked to write an entry.

Before

My Book with a Tell me about something you learnt today prompt
Before Reflection prompt

After

My Book without a reflection prompt, showing saved discoveries
After Plain My Book

From research to interaction · 03

Make room for both quick answers and deeper curiosity.

Making answers short would help some kids move on, but others wanted to keep exploring. How could the same interaction serve both?

Interviews revealed different learning preferences. Some kids wanted a quick explanation; others wanted stories and detail. Two-level answers let them choose how far to explore.

The answer experience

Leaf answer explaining chlorophyll with Read More and Add to book buttons
Two-level answers Get a quick answer first, then explore deeper details if you're curious.

The actual work

The screens, together

The complete concept, from first use to asking questions, saving discoveries, quizzes and stories.

Where the work stands

The testing led to clearer microphone feedback and a less demanding way to save discoveries. These are changes to the concept screens; the revised flows still need another round of testing. Answer accuracy and age-appropriate safeguards would also need validation before launch.

Looking back

What I'd test next

I'd bring the revised listening and My Book flows back to kids, particularly across the wide age range we interviewed, and observe whether the changes work without prompting. I'd also want to test how often kids return to saved discoveries. Before anything could launch, answer accuracy, age-appropriate content and parent safeguards need proper attention. An interface can look friendly and still be unclear to the person using it.

Want the research, sketches and rest of the process?

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