Professional Documents
Culture Documents
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Meet the Team
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Overview
Felo is a robotic childhood companion that teaches children responsibility, empathy, and
healthy habits like routine and goal achievement through interactivity, personality, and
haptic feedback. Felo will help children learn how to take care of something that also cares
for them and provides them with real-time, tangible feedback so that they learn healthy
habits starting from a young age.
5
Our culture is surrounded by screens, and
suffering for it.
1 HR
Kids ages 2 to 5 [should] use
“young people who spent seven
hours or more a day on screens
(not including schoolwork) were
more easily distracted, less
screens for no more than one emotionally stable and had more
hour a day, not including time problems finishing tasks and
spent video chatting with family making friends compared to those
or friends. who spent just an hour a day on
screens (not including schoolwork).”
American Academy of Pediatrics
(2018) Time
6
Inactivity is rising, especially in youths .
23%
Globally, 23% of adults and 81% of
“...the Americas (39%) and the
Eastern Mediterranean Region
(35%) and had the highest prev-
alence of insufficient physical
adolescents (aged 11–17 years) activity, while the prevalence
do not meet the WHO global rec- was lowest in the Western Pacific
ommendations on physical ac- (19%) and African (22%)”
tivity for health.
7
Education has never been more competitive and
this is having a negative impact on children.
80%
“...[A study comparing] kindergar-
“For lasting effects, we need to
focus on skills that wouldn’t
otherwise develop, do more to
change a child’s environment
ten teachers’ attitudes nation- and provide ongoing support,
wide in 1998 and 2010 and found especially during sensitive pe-
that the percentage of teachers riods of development such as
expecting children to know how early adolescence.”
to read by the end of the year
had risen from 30 to 80 percent.” The Washington Post
The Atlantic
8
People can set goals, but don’t accomplish them.
80%
“of people give up on their New “According to the University of
Year’s resolutions by the second Scranton, a whopping 92 per-
week of February because they cent of people who set New
don’t have a solid plan in place” Year’s goals never actually
achieve them”
CNBC
–Marcel Schwantes
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What is Felo?
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Felo is a partner who can help form
healthy habits in early development as
a tangible, empathetic companion.
11
Ecosystem
Needs Feedback
FeloÕs needs, as determined by Feedback provided by Felo through
the parent, encourage the child the app lets the parents understand
to have outside play time or more their childÕs habits and track their
focused time, as well as helping improvement in goal accomplishment
the child develop a routine and and personal responsibility through
meet their goals. their daily interactions with Felo.
Parent App
Parents will be able to directly
interact with Felo through the app,
where they can adjust FeloÕs daily
needs and schedule based on
those of their child.
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Companion App
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Core Functions
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Key Features
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Add Ons
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Add Ons
Felo features many different activities and they don’t stop indoors! The many add ons for
Felo allows for more fun outside, whether its zooming around on the ground, in the water, or
even the air! Felo wants to get up and move and would love to have a companion to play
with during all the fun.
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Market Stats
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Market Stats
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How was Felo Made?
Discover & Define
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People can set goals, but don’t accomplish them.
80%
“of people give up on their New “According to the University of
Year’s resolutions by the second Scranton, a whopping 92 per-
week of February because they cent of people who set New
don’t have a solid plan in place” Year’s goals never actually
achieve them”
CNBC
–Marcel Schwantes
24
Inactivity is rising, especially in youths .
23%
Globally, 23% of adults and 81% of
“...the Americas (39%) and the
Eastern Mediterranean Region
(35%) and had the highest prev-
alence of insufficient physical
adolescents (aged 11–17 years) activity, while the prevalence
do not meet the WHO global rec- was lowest in the Western Pacific
ommendations on physical ac- (19%) and African (22%)”
tivity for health.
25
Hypothesis
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Primary Research
27
Affinitization
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Research Excerpts
“I feel uncomfortable going to the Gym “I moved away from my friends and
alone. I want to be more active, but I left my routine as well. I put on weight
feel judged when I’m trying to.” and got really unhappy with myself.”
User 4 User 11
“I work, and I work, and I work, and even “I teach yoga to my coworkers a few
with success, I end up feeling more times a week, but outside of class, it’s
anxious than accomplished.” hard to keep in contact and keep
them motivated.”
User 7
User 26
29
Research Excerpts
We confirmed
that the majority
of individuals who
are happy with
their fitness level
also have a regular
activity routine.
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Research Excerpts
We identified inhibitors
and ideal scenarios for
those who struggle with
physical activity.
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Key Insights
• Trainers as an ambassador for • Homemade food is preferred for • It can be difficult to find a place • Working out is not just exercise.
the fitness community. health. and plan that fit the user.
• Learning how to measure suc-
• A strong Community affects lev- • Expecting immediate results and • Writing down goals can be moti- cess is important..
el of involvement. facing the consequences. vating.
• People want to be better.
• Desire for support. • Exercise impacts mental state. • People want working out to not
feel like a chore. • Knowing your limitations.
• Schedule impacts and conflicts • Pills are fads that people follow.
• Digital stimuli can be positive. • Misunderstanding of value work-
• Struggles with friends and focus • Internal struggle with body and ing out.
at gym. gym. • Routine plays a huge role in ex-
ercising. • Community pushes you forward.
• Being Active is a lifestyle, not • Body image impacts willingness
goal-oriented. to be active in public. • Digital communities can be em-
powering.
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Problem Statement
Around the globe, people are not living their most active,
healthy lifestyles.
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Pivot
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Education has never been more competitive and
this is having a negative impact on children.
80%
“...[A study comparing] kindergar-
“For lasting effects, we need to
focus on skills that wouldn’t
otherwise develop, do more to
change a child’s environment
ten teachers’ attitudes nation- and provide ongoing support,
wide in 1998 and 2010 and found especially during sensitive pe-
that the percentage of teachers riods of development such as
expecting children to know how early adolescence.”
to read by the end of the year
had risen from 30 to 80 percent.” The Washington Post
The Atlantic
35
Children are facing lifelong challenges in
physical activity.
5.2%
Of adolescents aged 5 - 18 are
“To help children develop habits
that will last a lifetime, an active,
healthy lifestyle must start early in
life. Physical activity has benefits at
achieving recommended levels every age, and helps kids”
of physical activity.
Caring for Kids
American Academy of Pediatrics
(2018)
36
Our culture is surrounded by screens, and
suffering for it.
1 HR
Kids ages 2 to 5 [should] use
“young people who spent seven
hours or more a day on screens
(not including schoolwork) were
more easily distracted, less
screens for no more than one emotionally stable and had more
hour a day, not including time problems finishing tasks and
spent video chatting with family making friends compared to those
or friends. who spent just an hour a day on
screens (not including schoolwork).”
American Academy of Pediatrics
(2018) Time
37
Hypothesis
38
Primary Research
13 58 40+
Additional Survey Data about over
Interviews Response 40 children
(15-18 age range)
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Primary Research
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Affinitization
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Research Excerpts
“I want to help with ideas and time man- “Having a pet made them learn how to
agement because it needs to get done, love and care for something that is com-
but I’m trying to step back and let them pletely dependent on you.”
have that learning experience.”
User 25
User 22, One Child
“Children seemed demoralized when “When chores are attached to a fur baby
they realized they were not getting the re- they love, and there’s a more obvious re-
sults they had anticipated, making them ward for them, it makes it more worth it.”
uninterested in the activity as a whole.”
User 26
User 23, Three Children
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Key Insights
• Kids are growing up in a digital • Kids are forming complex emo- • Kids lose interest if they don’t get • Kids are in a short-term mindset.
headspace that has no clear tions and expectations, but with- the results they want.
guide. out the awareness that adults • Healthy habits are formed at a
have. • Kids are motivated to accom- young age.
• Parents could benefit from a tool plish goals when they have a
that helps them teach their chil- sense of control.
dren.
• Kid’s focus can be streamlined.
• Kids can build off of each other’s
energy. • Pets are a positive impact on
children.
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Problem Statement
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How Might We
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Archetypes
46
Identifying Experience Gaps
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Identifying Experience Gaps
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Identifying Experience Gaps
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How was Felo Made?
Design
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User Testing
Major Points
Touchable/petable
Cute, Friendly
Needed context (i.e. Face)
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User Testing: Protocol
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User Testing
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User Testing
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User Testing
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User Testing
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User Testing
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Form Factor
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Form Factor
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Form Factor
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Form Factor
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Prototype
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Prototype
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Prototype
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App - Mid Fidelity
Major Points
Navigation, hierarchy, content
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App - High Fidelity
Major Points
Main takeaways were aesthetic based
and less on the intractability of the
interface.
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Target Audience
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Adaptable Functionality
At the earliest stages of development, Felo is a watchful companion. Children in this age group lack the ability to interact in a cognitive manor. Felo can be used
to set tone, decorate, or relay information to parents.
Approaching 2 years of age, and into the late 3rd year children are able to understand questions, format responses, and communicate. Felo changes its
behavior based on this change and is able to provide more services to the child. The child and Felo will be able to build a relationship. If Felo has been present in
the child’s environment before this time, it will use existing data models to shape interactions. And so on.
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Persona
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User Journey
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Persona
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User Journey
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Persona
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User Journey
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Follow Us
Website: myfelo.com
Instagram: @hello_felo
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Gallery
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Thank You.