Preliminary Research

In the research phase, we analyze product goals and value propositions, identify problems to be solved; and through user research, explore key entry points for product design.

01. Understand The Goal

We need to understand the company's vision and the product's strategic direction, while effectively communicating upward to gain management support and alignment, establish preliminary value propositions, and reach internal consensus. This is the first step in helping us focus our efforts and resources on addressing key issues. Based on the preliminary product goals and value proposition, we have initially defined the competitive market and user scope, which will facilitate corresponding user research. Within this framework, there are three hypothetical questions that require validation through subsequent research, including Value (value hypothesis), Who (target user hypothesis), and When & Where (scenario hypothesis). To achieve these goals, an additional question we need to validate is What (Product Features).

Company's Vision
Definite
Huawei's company vision is to create a digital world where everything is interconnected
Product Goals (Internal)
Definite
1. Accumulating Robotics Technology
2. Expanding the Children's Smart Product Market
3. Enriching the 1+8+N Ecosystem
Competitive Market
Definite
Direct
Children's Robot Product Market
Indirect
Children's Smart Product Market
Value Proposition (External)
Hypothesis
Meets the educational and companionship needs of children
Target Users (Who)
Hypothesis
Target Users
Children aged 3-12
Purchasers
Parents/Guardians of children aged 3-12
Usage Scenarios
Hypothesis
Where
Home
When
07:00-24:00

02. User Research

Based on these preliminary assumptions, we designed two research themes with over 1,000 samples to address four core questions: value validation, user needs discovery(WHAT) , user scope(WHO), and usage scenarios(WHERE&WHEN).

Additionally, we conducted a special "Cultural Insights" research focusing on the parenting philosophy and values of post-80s parents.

These multi-dimensional research findings will provide data support and decision-making basis for our product positioning and feature design.

Study 1:Current Solutions

Children's Smart Product Usage Analysis

Q1. Value Validation
Is our dual value proposition of education and companionship aligned with market demands?
Q2. User Needs Discovery(What)
What are the specific pain points and requirements in education and companionship scenarios?
Q3. User Profiling(Who)
Refine the specific characteristics of users and buyers
Go to Details
Study 2:Children’s Life

Daily Activities of Children Aged 3-6 Years Old

Q4. Scenario Analysis(Where&When)
What are the potential usage scenarios where users would interact with the robot?
Q5. Cultural Insights
The parenting philosophy and values of post-80s parents
Go to Details

Study 1:Current Solutions

Children's Smart Product Usage Analysis

Research Overview:

Target Group
Children aged 3-12 and their caregivers  

Purpose
To investigate the current usage patterns of children's smart products among parents and children, including motivations for use, usage behaviors, and product evaluations, as well as to explore how needs vary across different developmental stages for both parents and children.

Methodology
Small-scale interviews combined with large-scale questionnaire surveys

Research Details
Timeline: November 2018
Samp Size: 1,000+ respondents

Sample Characteristics
Location: Tier 1 and 2 cities
Household Income: Middle-income families
Respondent Profile: Caregivers of children aged 3-12
, Consumers with prior experience in purchasing and using children's smart products

Q1. Value Validation

Is our dual value proposition of education and companionship aligned with market demands?

We decided to start with the following two questions two questions
  • 1. What user needs are being addressed by current children's smart products in the market?
  • 2. What are the primary motivations driving consumer purchase behavior?
1. What user needs are being addressed by current children's smart products in the market?

Mainly addresses the demands for children's education and entertainment (companionship)

Analysis

Current children's smart products in the market combine both companionship and educational features:

  • Different product forms demonstrate varying proportions of companionship and educational attributes
  • Screen-based products can deliver more educational content
2. What are the primary motivations driving consumer purchase behavior?

Purchase motivations differ but consistently focus on: education and companionship.

Analysis

Our research into parents' motivations for purchasing children's smart products revealed two key findings:

  • Parents' purchasing motivations vary based on their children's learning initiative levels and developmental stages, yet all revolve around education and companionship.
  • Our research indicates that product selection also correlates with parents' willingness to invest in education, though this aspect is not detailed in this analysis.

Q2. Need Discovery(What)

What are the specific pain points and requirements in education and companionship scenarios?

We decided to start with the following three questions two questions
  • 1. Do the products on the market meet user demands?
  • 2. What demands do users have for features and content?
  • 3. What is the tendency and attitude towards robots?
1. Do the products on the market meet user demands?

NO! Not fully satisfied. There remain numerous areas of user dissatisfaction with current children's smart products, especially in companion-focused devices.

Analysis

Our conclusion is drawn from data analysis in two dimensions: first, the overall user satisfaction with current products, and second, a detailed analysis of specific dissatisfaction points and desired improvements. The comparison reveals that companionship products, compared to educational products, demonstrate more areas requiring optimization in these aspects.

  • Users' average satisfaction rating for the currently used products is around 7.2, with companionship products rated lower and educational products rated higher.
  • The number of dissatisfaction points and expected improvements in companionship products significantly exceeds educational products, indicating more areas need enhancement in user experience.
2. What demands do users have for features and content?

Answer: Purchase motivations differ but consistently focus on: education and companionship.

Analysis

We conducted data analysis across three dimensions to gain comprehensive insights into user needs: satisfaction points, dissatisfaction points, and desired improvements. The analysis framework examines five core aspects of product experience: design aesthetics, performance capabilities, functional features, content quality, and interaction experience, enabling a thorough understanding of user evaluations and expectations.

Satisfaction points

User feedback indicates particularly high satisfaction levels in appearance and content quality, while other dimensions show relatively balanced ratings.

Specifically, content satisfaction primarily stems from the abundance of educational resources, a feature particularly prominent in educational products.

For appearance, users of companionship products particularly appreciate the cute and portable design features.

Dissatisfaction points

Recent surveys reveal two common challenges in AI-based educational and companionship products:

  1. Limited intelligent interaction capabilities account for 52% of negative feedback, highlighting the current limitations in natural language understanding and multi-turn dialogue.
  2. Both types of products face demands for expanded educational content

Educational products, while receiving relatively positive feedback, encounter two key challenges: limitations in intelligent interaction, particularly in accuracy of optical question recognition, and memory capacity constraints. The latter issue becomes increasingly prominent as children age, reflecting growing demands for educational resources.

Companionship products face more significant challenges, particularly evident in the 3-6 age group. Due to limited verbal expression abilities at this age, children heavily rely on natural interactions and are more sensitive to AI's emotional responses. Additionally, parents commonly report insufficient content and poor age-appropriate adaptability across different developmental stages.

Study 2:Children’s Life

A Study of Daily Activities Among Children Aged 3-6 Years Old

Research Overview:

Target Group
Based on findings from the first research phase, we adjusted our second research to focus on preschool children aged 3-6 and their caregivers.

Purpose
This phase aimed to gain deeper insights into preschoolers' daily lives and identify more potential need points.

Research Details
Methodology: Interviews and observations
Timeline: December 2018
Sample Size: 10 participants

Sample Characteristics
Location: Tier 1 and 2 cities
Profile: Caregivers of children aged 3-6