Digital

Digital

Digital

É o Tom

É o Tom

É o Tom

Context

Context

The essential question was: How to introduce music into everyday life through a utility application?

É o Tom is an application focused on assisting in the process of children's musicalization. The app was designed to provide an intuitive and educational experience, associating images with animations and sounds to introduce music to young children in a playful and accessible way.

Needs

Needs

The primary audience for É o Tom is children between 2 and 3 years old and their parents or guardians.

According to the Panorama Mobile Time/Opinion Box research on children and smartphones in Brazil:

  • 36% of children between 0-3 years old have their own smartphone.

  • 52% use their parent's smartphones.

  • Only 12% do not use smartphones.

This data highlighted the need to create a meaningful, educational experience that transforms passive screen time into an opportunity for musical learning and development.

Portuguese and English versions

Portuguese and English versions

Available for iPhone and iPad

Available for iPhone and iPad

Design Process

Design Process

This project used the Challenge Based Learning (CBL) methodology, combined with elements of Design Thinking.

Engage

Engage

  • Brainstorm of theme options

  • Identification of potential users

  • Identification of compatible solutions

  • Viability studies

Investigate

Investigate

  • Article research on children's musical learning

  • Conversations with a psychologist

  • Development of user personas and user journeys

  • SWOT Analysis

  • Semantic panel to guide visual identity

  • Low and medium-fidelity prototypes

  • SwiftUI studies to ensure technical feasibility

Act

Act

  • Design System

  • Custom illustrations

  • High-fidelity prototypes

  • User testing

  • Implementation and submission to the App Store

  • App promotion and outreach

Solution

Solution

É o Tom is a bilingual (English and Portuguese) application that introduces music through interactive experiences. The app includes:


  • Three original songs and seven different instruments.

  • Each instrument's name is spoken aloud before the music plays, enhancing cognitive association and making the app accessible to children who cannot see the illustrations.

  • Light and dark mode options for a customizable user experience.

Difficulties and learning

Difficulties and learning

One of the major challenges was understanding how young children interact with smartphones and designing a product that enhances their experience rather than contributing to screen addiction. Conversations with a psychologist provided key insights into child development and attention spans, allowing us to tailor the app's interactivity and pace to the target audience.

Additionally, learning and implementing SwiftUI was a technical challenge, but it provided the flexibility to deliver a smooth, engaging user experience.

ALINE REIS SILVA

São Paulo, Brasil

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