How Kutuki
motivated
young children to
play purposefully in a digital world

Learner

Children aged 3-7

Topic

Foundational Skills:
Reading/Writing, Numeracy, Habits, Thinking & Creativity, Social & Emotional Learning

Format

Mobile Application (iOS, Android)

Kutuki is a preschool learning app designed by educators and artists that seamlessly blends art and technology to create fun, contextual and developmentally appropriate learning resources. Through stories, rhymes and interactive games, they nurture early skill development in India's youngest learners.

In a world filled with distractions, capturing a child’s attention and fostering essential skills presents a unique challenge.

In this case study, we explore how Kutuki tackled the topic of productive screen time through Parental Control, Repetitive Character Universe, and Effective Content Architecture.

What’s Inside

Problem (4 mins read):
Decoding diminishing engagement on the app

Process (2 mins read):
Positioning children as design partners

Implementation (5 mins read):
Teaching Kids through imagery and playful discovery

Impact (2 mins read):
A tale of three new friends

Problem

Decoding diminishing engagement on the app

In today's digital age, the allure of screens is undeniable. Screen-free days will be rare. Parents have been facing unique stresses, with work and home life boundaries blurring unprecedentedly. 

As for young children, their curiosity is incomparable. Children ask questions because they want to know. Naturally curious, hungry for information, and constantly churning out new facts to understand the world. When parents find their younglings entranced in the pixelated glow of screens, it's natural for them to be concerned. Children often consume media passively, and that is what can be detrimental. Parents might want concrete guidance on ensuring that their child's screen exposure is healthy and balanced. 

Kutuki relieved parents by convincing them about the upside to screen time, teaching kids to play more independently.

Who were these parents who could benefit from Kutuki?

Tech-Savy

  • Focused on bringing newness into their young ones' lives instead of following the herd.

  • Maintains an exclusive device for the child with handpicked content and apps.

  • Well-informed of early learning best practices.

  • Wants to impart Indian culture along with Westernised content.

  • Financially independent to make purchasing decisions for their kids.

Partially Tech-Savy

  • Focused on providing better opportunities for their young ones than they received.

  • Concerned about unsafe screen time.

  • Aware of the importance of early learning but needs direction.

  • Wants their kids to understand the importance of Indian culture.

  • May or may not be financially independent, affecting purchasing decisions for their kids. 

Not Tech-Savy

  • Focused on engaging the child while juggling chores

  • Not aware of what to teach their children. Majorly influenced by teacher's recommendations. 

  • Wants their kids to stay connected to their cultural heritage and traditions while also acquiring fluency in English.

  • Not financially independent and hence cautious about budgeting for needs. 

What did Kutuki do about it? 

Sneha and Bharath, the founders of Kutuki, started off wanting to create a contextualised content library for preschoolers in India to address parental concerns about productive screen time. This was further validated when schools approached them to compose songs and rhymes tailored for Indian students due to the lack of culturally relevant content owing to their reputation as professional musicians. 

“Children in this age group need to learn from familiar content they can connect with and draw references from rather than relying solely on Westernised content.’'

(Source: Sneha, Founder Kutuki)


After a year of user testing, focus group discussions, and interviews with parents and children pedagogy experts, they concluded that the most popular keyword searches in the preschool category were storytelling apps, rhymes for kids, letter writing, and storybooks for kids. 

Kutuki's learning app was launched with a limited content library divided into categories parents could easily search for.  The UI was simple, focusing more on visual and audio nudges, given that the primary user of this app was a preschooler.

Following the launch of Kutuki, they observed that while parents appreciated the localised content and Indian characters that Kutuki brought to the table, the children were not intrinsically motivated to use the app.

Children dropped off the app around the 30-day mark.

Quizzes weaved into the content pieces were filled incorrectly.

What happened next? 

Spending further time with their learner audience, caregivers' and internal stakeholders gave them deep insights into how children access learning and how it fits into their environment.

How did they motivate young children to return to the app to learn, especially when they wanted to play? 


Scroll below to learn more!

Process

Positioning children as design partners

Here is how Kutuki approached this -

Arriving at a framework that tied these together

They categorised their thought process into three buckets - Context, Child, and Consumption.

The design process that followed featured joyful characters, lots of colour, and pure delight for young learners.

Join in on the fun.

Implementation

Teaching kids through imagery & playful discovery

1. Parental Control

Kutuki tapped into a community of like-minded parents who were motivated to create opportunities for their children to feel a sense of pride in connecting with their own culture.

“Kutuki not only helps my daughter develop English and Math Skills but also teaches her values about her culture. After being addicted to Peppa Pig for so long, it's refreshing to see an app with Indian Characters!”

(Source: Parent)

Parents play a crucial role as stakeholders in their children's learning journey. Kutuki recognised that parents were not mere observers but active participants in making learning engaging and productive for their little ones. Here's how Kutuki strategically engaged with parents and harnessed their power to spread the word.

Empowering Parents & Spreading the Word

But with a zillion apps out there, how can parents know which ones are truly beneficial and how much screen time is too much?

That's where two trusty sidekicks come in - Screen Time Regulators and Learner Reports.

The app adheres to screen time standards set by WHO, and parents have the freedom to pre-decide play time in the app.

The learning report provides a macro and micro view of a child’s learning journey on the app . The macro view shows learning across subjects, time spent, and rewards earned for content completion. The micro view shows what topics have been learnt in each subject and its completion stage.

Weekly Macro View

Weekly Micro View

Lifetime Macro View

What did they learn?

2. Character Design

Kid's media brands targeted at the preschool segment, such as Sesame Street, Peppa Pig, and Dora the Explorer, owe their success to the consistent universe of characters they have created. Children are able to connect with these characters, and this has paved the way for the brands to expand their digital intellectual property into physical products, live events, theme parks, and more. The character-centric approach aligns with the fact that children in this age group recall and remember things better through repetition.


But who is India's Peppa Pig? A challenge Kutuki took head-on.

“Our goal was to design characters representing Indian children who act as peers or saathis in Hindi, guiding, inspiring and motivating  kids to learn something new every day."

(Source: Sneha, Founder)

Apart from the Founders, a team of illustrators, animators, educators and storytellers were involved in the ideation, research, iterations, and design of the final characters visualised in the timeline below.

2018

Character Development. Research, Ideation, and Initial Design

2019

100+ Character Iterations

“The learning experience is rooted in reality. Children start with the familiar and then move towards the unfamiliar. A fictitious character in a fantastical world might intrigue the child, but they might not necessarily learn anything from this character. Kutuki balances reality and fiction with two human characters and an animal one.”

(Source: Sneha, Founder)

What did they learn?

Early 2020

Finalised 3 characters

Mid 2020

Launched content with new characters

End of 2020

Experimented with different behavioural-driven content/media formats - Rhymes, Songs, Quizzes & Games

2021 - 2022

Built a library of 2000+ minutes of content with a repetitive character universe

3. Content Architecture

To create a more tactile digital experience, Kutuki had to introduce children to a structured environment where they could interact with the information to use it and feel like they could make decisions, take actions, or accomplish tasks with it.

So, how did they tailor their digital experience for children to learn without the help of a parent?

Mastering Content Format

A safe digital space for children

Kutuki's app features a child-friendly navigation system that allows kids to explore the app independently without needing assistance from their parents. The app has been designed so that every piece of content is dedicated to one learning outcome in one of the five fundamental areas of children's development: cultural, emotional, creative, cognitive, and physical.

The format of the content played a significant role in the early success and widespread adoption of Kutuki. The early learning products offered by Kutuki were story and game-based, which is why they integrated songs into the child's learning experience. Consequently, rhymes have become the most popular category on Kutuki since 2019. The app aimed to contextualise learning for young learners in India, and therefore, the musical style was influenced by contemporary music and beats that children enjoy. A similar approach was taken when drafting stories with the help of a multidisciplinary team.

Scaffolded Learning Outcomes

Age-Appropriate Content

Repetition in stories/rhymes

Content in 7 Indian languages

The mascots of Kutuki - Kutu, Ki and Minku were seamlessly integrated into every piece of content, becoming peer learning partners for the children using the app. They are a part of every engagement the child has on the learning app.

Onboarding

Content Selection

Nudging for Content Completion

Addressing Mistakes

Activities

Awarding Rewards

What did they learn?

A tale of three new friends

Impact

After Kutu, Ki and Minku were introduced as peer learning partners, Kutuki saw -

20%

Improvement in content completion rates

48%

Improvement in retention rates post the 30-day mark

3000+

🌟s earned overall by kids

3m+

App downloads and rated 4.5

Children’s connect with Kutu, Ki and Minku

Feedback from Parents

If this is not motivation, what is?

〰️

If this is not motivation, what is? 〰️

Key ingredients of motivation used

Learn more about these ingredients in our Pocket Guide to Learner Motivation!

Autonomy & Choice

  • Playful and open-ended experiences

  • Every piece of content is tied to one learning outcome

Interesting Challenges with Scaffolds

  • Meaningful and challenging content but not unachievable

  • Frequent checks in the form of quizzes and games

Personal Relevance & Contextualisation

  • The character design, scenarios and storylines are rooted in the Indian context

  • Characters are designed as peers

  • Characters have traits that are aspirational for children in this age group

Tools Used (Work-in-progress)

Click on a tool to apply it in your context!

Design for Kids

Think through different elements of a single program and how each of them come together!

USE THIS >

Want to know more?

Please contact Sneha Sundaram from Kutuki

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