A NASA / JPL Missions-inspired tablet app for everyone to explore.
The Challenge
Help kids, ages 11-13 years old, learn more about space exploration by teaching about a single or multiple NASA / JPL missions. The design must be a tablet app and must provide an engaging way for kids to learn and share space stories, facts, and topics.
The Goal
To create a fun, educational, and socially engaging app experience that helps stimulate interest in NASA / JPL space exploration and also motivates kids to learn more about STEM (science, technology, engineering and math) related topics.
The Solution
We created SpaceRox in the hopes that kids ages 11-13 years old would find a fascination for space exploration. SpaceRox allows you to dive into past space missions to learn and solve mission objectives while also developing valuable problem solving skills in the process. SpaceRox launch in T-minus 10....
3...2...1...LIFTOFF!
To view full prototype please press on the image
The Design Framework
We were able to achieve this final digital solution through user-centered design thinking. Keeping the design framework throughout the design process allows the user’s needs and pain points to remain the main focus when designing and iterating.
Competitive Audit and Best In Class Analysis
My partner and I were very excited and motivated to start our research on space exploration. We looked in and around the internet for inspiration that could contribute to our final look and feel. We also dug a little deeper into the LUNAR FLASHLIGHT Nasa/JPL Mission and how this particular mission would help define our digital solution.
Social Listening and Data Analysis
It was very important for my partner and I to really understand the problem space and figure out what would be the best solution to this problem. We looked to see how relevant NASA was now and how we could bridge learning while having fun at the same time.
1:1 Interviews
My partner and I were at an advantage because I am a mother of two daughters between the ages of 11-13 yrs old. We were able to round up a couple of my daughter’s friends to ask them some questions about space exploration, NASA, STEM and what they were into at this age. Here are some key learnings we were able to gather:
Discovery Key Insights
Based on our discovery, we learned that kids, ages 11-13 yrs olds, had several frustrations, pain points and needs when it came to NASA and STEM topics.
1.   Most kids are not interested in STEM because they don't know or understand the curriculum.
2.   Learn via fun techniques that are also socially engaging so they don’t get bored.
3.   Kids spend at least an hour a day on Roblox interacting with their friends within games.
4.   Have an interest in NASA and space exploration and would like to learn more.
5.   Would like to learn more about astronauts and what you have to do to become one.
Now that we have been able to dig further into our research, we now redefine the problem and what we we are solving for:
Persona : Victoria Jimenez
In the next phase we start to define who our user is. We list out what our users specific pain points and needs are so we can build a solution catered to what our users hope to achieve when engaging with our app. May I introduce you to Victoria.
User Flow : Complete a Mission
We not only defined our user in this phase, we also defined what our main flow would be. We wanted to make sure we were staying on course with the main objective of the challenge and that we were focusing on our user’s needs and pain points.
Sketches
Now that we had discovered and defined what our user’s needs and pain points are, we were ready to start creating our design. We grabbed a sharpie and some paper and began drawing screens we felt would create the fun, educational and socially engaging app that was being challenged by NASA Creative Jam.
Wireframes
My partner and I voted on the best features each of us were able to create and collectively came together on a design we both felt would contribute to the key goals of the challenge. From here, my partner and I decided to divide and conquer the wireframes because of the limited amount of time we had to deliver the design.
*Designed in collaboration with my partner, Leticia Thais
SpaceRox Moodboard
My partner and I agreed that we wanted to design an experience that would highlight the beautiful images we were collecting from our research. We wanted to create an environment within our design that could replicate what you would see and feel in space. We named our app and finalized our main color selection which would be included in the final mockups.
SpaceRox Color Selection
Testing
Once we had a prototype ready, we tested our app to gather key insights from our target user. My daughters were able to play around with the app and I was able to see where we needed to spend time iterating on areas to improve the user experience.
Iterations
In order to improve our user experience, we quickly iterated on themed user feedback we felt would make the flow of the experience better. The STEM activities looked to be a little challenging for the target users and we needed to find a way to make them easier to answer. We also noticed that after the users completed the mission flow they were not redeeming the reward that comes with completion of the activities in the mission.
High-Fidelity Mockups
Here is a final look through the high fidelity screens designed for SpaceRox. My partner and I felt that we kept the goals of the challenge at top of mind throughout the process and were very proud of the final product we delivered.
*Designed in collaboration with my partner, Leticia Thais
The Final Product
Retrospection
In retrospect, I feel grateful that I had an opportunity to design something that had to do with space exploration and NASA. I have always been inspired by all their missions and I’m a huge admirer of space. Thank you to my partner, Leticia Thais, for an unforgettable experience.

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