This case study has been adapted to honor confidentiality agreements. Certain details have been altered or omitted to protect proprietary information, while accurately reflecting my role and design approach as a Senior UX Designer.

B2C

I collaborated with US teams from client side to work on a a Next gen watch for kids in the age group 4-9 years

Role

Senior UX Designer

Team

Product manager

CX partners, OEM Partners, Developers

Timeline

4 months

Tools

Figma, Jira

Domain

Telecom

Platform

Android watch, Mobile app

The NEEd

Wearable market has grown exponentially over the last few years.As per 202 data, its share was 29% approx.


The client too wanted to capture the growing market with its smartwatch for Kids. They wanted to launch a Next gen watch for kids in the age group 4-9 years.


The watch is fun and safe and allows parents to monitor their kid’s whereabouts through its GPS and geofencing capabilities.

“I want to give my child freedom.

But I also need to keep them safe."”

-parent

opportunity

Verizon wanted to launch a premium generation of Gizmo watches while simultaneously modernizing the existing experience.

The objective was to strengthen Verizon's position in the growing children's wearable market while increasing customer trust, engagement, and retention.


Goals

  • Improve parent peace of mind

  • Increase product adoption

  • Strengthen family trust

  • Create differentiation from traditional smartwatches

• Support children's gradual independence

challenges

The challenge was designing for:

Children

  • Ages 4–9

  • Limited reading ability

  • Small motor skills

  • Need for play and discovery

Technical Constraints

  • Extremely small display

  • Limited touch targets

  • OEM hardware limitations

• Cross-platform ecosystem

discovery

Analysing the current experience

We began by auditing the existing watch experience.


1. Fragmented Navigation
Features felt disconnected and difficult to discover.


2. Poor Emotional Engagement
The interface solved functional needs but lacked delight..


3. Adult-Oriented Patterns
Many interactions felt adapted from traditional smartwatch experiences rather than designed specifically for children.


4. Parent Context Gap
Parents received raw information rather than actionable insights.


5. Low Everyday Engagement
Outside of communication and safety moments, the watch offered limited reasons for children to engage regularly, reducing long-term stickiness and retention.


6. One-Size-Fits-All Experience
The experience did not evolve based on a child's age, maturity, routines, or changing family needs, resulting in a static experience over time.

Understanding kid's pyschology

Because the target audience was children aged 6–10, we explored:

  • Cognitive development patterns

  • Visual recognition behavior

  • Attention span limitations

  • Reward-driven motivation

This directly influenced iconography, navigation, copywriting, and interaction design.

BEHAVIORAL INSIGHTS

Insight
Design Opportunity
Children 6–8 rely heavily on visual feedback and positive reinforcement
Use icons, animations and rewards to guide behavior
Exploration and storytelling drive engagement
Create playful, discovery-driven interactions
Personalization builds ownership and emotional connection
Enable customization and self-expression
Children quickly outgrow static experiences
Design an interface that evolves with age
Parents seek reassurance while children seek independence
Balance freedom with safeguards through contextual guidance
RESEARCH ARCHETYPES
Lily, 6
The Curious Explorer
Loves learning through play, enjoys games, misses interacting with friends and responds strongly to visual feedback.
Goals
  • Learn and explore
  • Play games and challenges
  • Connect with friends
  • Express personality
Needs
  • Visual feedback
  • Simple interactions
  • Positive reinforcement
  • Safe exploration
Ben, 8
The Independent Achiever
Wants more independence, occasionally forgets schedules, enjoys achieving goals and benefits from gentle guidance.
Goals
  • Build independence
  • Stay organized
  • Complete responsibilities
  • Earn recognition
Needs
  • Routine reminders
  • Personalized support
  • Achievement tracking
  • Freedom with boundaries

exploring the market

Market Landscape

To better understand the landscape of children's wearables, we evaluated leading products including Apple Family Setup, Garmin Bounce, Fitbit Ace LTE, TickTalk, and Xplora.

Our goal was to identify how different products balanced three critical needs:

  • Child Safety

  • Parent Peace of Mind

• Child Independence

Evaluation CriteriaApple Family SetupGarmin BounceFitbit Ace LTETickTalkXploraOpportunity for Gizmo
Child SafetyHighHighMediumHighHighMaintain leadership
Parent VisibilityHighHighMediumHighMediumContextual visibility
CommunicationHighMediumMediumHighMediumRich family communication
Child EngagementMediumLowHighMediumHighBalanced engagement
PersonalizationMediumLowMediumLowMediumAdaptive experiences
Independence BuildingLowLowMediumLowMediumCore differentiator
Family CoordinationLowLowLowMediumLowUnified family ecosystem
Proactive GuidanceLowLowLowLowLowAI-powered assistance
Contextual IntelligenceLowLowLowLowLowMajor whitespace
Emotional ConnectionMediumLowMediumLowMediumTrust-centered design

Key Insight 💡

Our research revealed that the market had become increasingly focused on parental control and visibility. While these products successfully improved safety, they rarely addressed an equally important challenge:

How might we help children become more independent while still giving parents confidence and peace of mind?

Design Opportunity

Rather than creating another monitoring tool, we identified an opportunity to design for:

Freedom with Safeguards

A model where:

  • Children feel trusted rather than monitored

  • Parents feel informed rather than anxious

  • Technology provides understanding rather than just data

This insight became the foundation for the next-generation Gizmo experience.

DESIGN PRINCIPLES
🛡️

Safety Without Anxiety

Provide reassurance without overwhelming parents.

🧭

Independence With Guardrails

Allow children to explore while maintaining appropriate protections.

💡

Context Over Data

Transform information into actionable understanding.

Delight Through Simplicity

Create experiences that are intuitive, playful, and age appropriate.

DESIGN PRINCIPLES
🛡️

Safety Without Anxiety

Provide reassurance without overwhelming parents.

🧭

Independence With Guardrails

Allow children to explore while maintaining appropriate protections.

💡

Context Over Data

Transform information into actionable understanding.

Delight Through Simplicity

Create experiences that are intuitive, playful, and age appropriate.

B2C

I collaborated with US teams from client side to work on a a Next gen watch for kids in the age group 4-9 years

This case study has been adapted to honor confidentiality agreements. Certain details have been altered or omitted to protect proprietary information, while accurately reflecting my role and design approach as a Senior UX Designer.

Role

Senior UX Designer

Team

Product manager

CX partners, Developers

Timeline

3 Weeks

Tools

Figma, Jira

Domain

Telecom

Platform

iPad mini

THE NEED

Wearable market has grown exponentially over the last few years.As per 202 data, its share was 29% approx.


The client too wanted to capture the growing market with its smartwatch for Kids. They wanted to launch a Next gen watch for kids in the age group 4-9 years.


The watch is fun and safe and allows parents to monitor their kid’s whereabouts through its GPS and geofencing capabilities.

“I want to give my child freedom.

But I also need to keep them safe."”

-Customer

opportunity

Verizon wanted to launch a premium generation of Gizmo watches while simultaneously modernizing the existing experience.

The objective was to strengthen Verizon's position in the growing children's wearable market while increasing customer trust, engagement, and retention.


Goals

  • Improve parent peace of mind

  • Increase product adoption

  • Strengthen family trust

  • Create differentiation from traditional smartwatches

  • Support children's gradual independence


BUSINESS Goals

Reduce churn among high-risk segments by offering personalized, self-service value optimization.


Lower call center costs by reducing support calls about billing confusion.


Improve retention metrics by surfacing upgrade/downgrade options in-product.


Drive upsell opportunities via more visible perk configurations and smart recommendations

User Goals

discovery

Understanding kid's pyschology

Because the target audience was children aged 6–10, we explored:

  • Cognitive development patterns

  • Visual recognition behavior

  • Attention span limitations

  • Reward-driven motivation

This directly influenced iconography, navigation, copywriting, and interaction design.

BEHAVIORAL INSIGHTS
Insight
Children 6–8 rely heavily on visual feedback and positive reinforcement
Design Opportunity
Use icons, animations and rewards to guide behavior
Insight
Exploration and storytelling drive engagement
Design Opportunity
Create playful, discovery-driven interactions
Insight
Personalization builds ownership and emotional connection
Design Opportunity
Enable customization and self-expression
Insight
Children quickly outgrow static experiences
Design Opportunity
Design an interface that evolves with age
Insight
Parents seek reassurance while children seek independence
Design Opportunity
Balance freedom with safeguards through contextual guidance
RESEARCH ARCHETYPES
Lily, 6
The Curious Explorer
Loves learning through play, enjoys games, misses interacting with friends and responds strongly to visual feedback.
Goals
Learn & Explore
Play Games
Connect
Self Expression
Needs
Visual Feedback
Simple Interactions
Reinforcement
Safe Exploration
Ben, 8
The Independent Achiever
Wants more independence, occasionally forgets schedules, enjoys achieving goals and benefits from gentle guidance.
Goals
Independence
Stay Organized
Responsibilities
Recognition
Needs
Reminders
Support
Achievement Tracking
Boundaries

exploring the market

Market Landscape

To better understand the landscape of children's wearables, we evaluated leading products including Apple Family Setup, Garmin Bounce, Fitbit Ace LTE, TickTalk, and Xplora.

Our goal was to identify how different products balanced three critical needs:

  • Child Safety

  • Parent Peace of Mind

• Child Independence

COMPETITIVE ANALYSIS
Child Safety
Apple Family Setup
High
Garmin Bounce
High
Fitbit Ace LTE
Medium
TickTalk
High
Xplora
High
Opportunity for Gizmo
Maintain leadership
Parent Visibility
Apple Family Setup
High
Garmin Bounce
High
Fitbit Ace LTE
Medium
TickTalk
High
Xplora
Medium
Opportunity for Gizmo
Contextual visibility
Communication
Apple Family Setup
High
Garmin Bounce
Medium
Fitbit Ace LTE
Medium
TickTalk
High
Xplora
Medium
Opportunity for Gizmo
Rich family communication
Child Engagement
Apple Family Setup
Medium
Garmin Bounce
Low
Fitbit Ace LTE
High
TickTalk
Medium
Xplora
High
Opportunity for Gizmo
Balanced engagement
Personalization
Apple Family Setup
Medium
Garmin Bounce
Low
Fitbit Ace LTE
Medium
TickTalk
Low
Xplora
Medium
Opportunity for Gizmo
Adaptive experiences
Independence Building
Apple Family Setup
Low
Garmin Bounce
Low
Fitbit Ace LTE
Medium
TickTalk
Low
Xplora
Medium
Opportunity for Gizmo
Core differentiator

Key Insight 💡

How might we help children become more independent while still giving parents confidence and peace of mind?

Our research revealed that the market had become increasingly focused on parental control and visibility. While these products successfully improved safety, they rarely addressed an equally important challenge:

Design Opportunity

Rather than creating another monitoring tool, we identified an opportunity to design for:

Freedom with Safeguards

A model where:

  • Children feel trusted rather than monitored

  • Parents feel informed rather than anxious

  • Technology provides understanding rather than just data

This insight became the foundation for the next-generation Gizmo experience.

PRODUCT VISION AREAS

Alongside research, product and business stakeholders identified several strategic investment areas for the next generation Gizmo experience. We used research insights to evaluate how each initiative could create value for both children and parents.

💬
Connection
Group Chat
Sibling Buddies
Research showed that children value communication and belonging. We explored ways to strengthen relationships with friends, siblings and family members.
🤖
Independence
Gizmo Buddy
Weather
Children wanted more ownership over daily activities, while parents wanted reassurance and visibility.
🎵
Expression
Music Streaming
Personalization and entertainment helped children form a stronger emotional connection with the device.
Inclusivity
Accessibility
The experience needed to support a wide range of abilities, developmental stages and usage patterns.

Concept Exploration

Building on the identified vision areas, we explored how existing Gizmo capabilities could evolve to better support children's growing independence while maintaining the trust and reassurance parents expect.

Early wireframes helped us evaluate navigation patterns, information architecture, feature discoverability, and age-appropriate interactions across a variety of scenarios.

Features

Music streaming

INTERACTIVE PROTOTYPE
I created an interactive prototype to evaluate how communication, independence, expression, and accessibility could come together in a cohesive Gizmo Watch experience.
Open Full Prototype ↗
PRODUCT VISION AREAS
Alongside research, product and business stakeholders identified several strategic investment areas for the next generation Gizmo experience.
💬
Connection
Group Chat
Sibling Buddies
Research showed that children value communication and belonging. We explored ways to strengthen relationships with friends, siblings and family members.
🤖
Independence
Gizmo Buddy
Weather
Children wanted more ownership over daily activities, while parents wanted reassurance and visibility.
🎵
Expression
Music Streaming
Personalization and entertainment helped children form a stronger emotional connection with the device.
Inclusivity
Accessibility
The experience needed to support a wide range of abilities, developmental stages and usage patterns.
← Swipe to explore →

Concept Exploration

Building on the identified vision areas, we explored how existing Gizmo capabilities could evolve to better support children's growing independence while maintaining the trust and reassurance parents expect.


Early wireframes helped us evaluate navigation patterns, information architecture, feature discoverability, and age-appropriate interactions across a variety of scenarios.



Design Opportunity

INTERACTIVE PROTOTYPE
I created an interactive prototype to evaluate how communication, independence, expression, and accessibility could come together in a cohesive Gizmo Watch experience. The prototype was used to validate key user flows, interaction patterns, and feature concepts before moving into detailed design.