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My role: 

PRIMARY: Lead Wireframer and Prototyper, Usability testing, User interviewer

SECONDARY: User Journey, User App Flow


Sketch App (Wireframes), Invision (Prototype), Google Sheets (Competitor Analysis)

Team Members:

Three UX designers



Anibikes is a startup company in Austin, TX that aims to encourage children to spend time riding their bikes and provide parental peace of mind through GPS tracking. The Anibikes animal heads are mounted to the handlebars of a child’s bike. The premium version of this product contains a GPS device that provides the child’s real-time location to their parents.

An early prototype of an Anibikes head mount, which our team named 'Kyle'.

An early prototype of an Anibikes head mount, which our team named 'Kyle'.


Our Goal

My team and I were commissioned to design an application for both children and parents that encourages children to exercise and provides peace of mind for free-range parenting.


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Competitor Analysis

Though there is nothing quite like Anibikes on the market, my team and I were able to identify a handful of products that are involved in the child safety and exercise markets.

Though some of these companies provide helpful products, across the board we saw a few problems, including: low battery life, GPS not in real time, and no incentive to exercise.



After synthesizing the data we received from user interviews, we began our conceptualization and wireframing. We designed the game to have different worlds and levels within the worlds. Each 'world' would correspond to unique head mounts (i.e. the unicorn head corresponds to 'Rainbow Kingdom' and the upcoming longhorn mount will provide inspiration for a wild west themed world). 


Below, you can see some samples I created that highlight the evolution of our design, from early sketches to low-fi and high-fi wireframes.



My team partnered with graphic designer Andrew Gerome, who made some stellar artwork that makes the app visually engaging and fun for the user. My team spent time with Andrew and discussed the pages that we needed designed, what was our vision and inspirations that brought about the ideas. From there, Andrew delivered beautiful art that compliments our design well.

After creating a workable prototype, my team and I set out to conduct usability tests with both children and parents to gauge the efficacy of our work.

Running usability tests with kids ranging from 4-9 years old

Running usability tests with kids ranging from 4-9 years old



Our Findings

My team and I were pleased with the results of the usability tests. All of our children subjects were able to navigate through the app, even if they could not read or have trouble reading. In asking pointed questions, the children seemed to understand what is the purpose of the app and how they would progress in the game. In addition, parents seemed clear on the settings and GPS functions of the app and were able to navigate through it with ease.

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Next steps

Though the app itself makes sense for both children and parents, there are still some changes that need to be made to better engage our intended audience. First, my team and I, based on the unicorn mount that we received from stakeholders, decided to design a world that paralleled that animal; that is how we decided on building 'Rainbow Kingdom'. Unfortunately, many of the boy users were not very excited about the unicorn head or Rainbow Kingdom and showed interested in more gender neutral options (i.e. dogs, lions, cats, tigers).

In addition, the app might be better served by offering an audio companion for children who cannot read and want to be more engaged in the story.


Overall, the project has been a success. Our stakeholders were elated with our minimum viable product and have asked us to stay involved with the project.