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Uday Barla
All work

Product Design · UX/UI · Service Design

In Progress

WonderKit

Turning everyday household materials into opportunities for creative, screen-free play.

Busy parents often want their children to spend less time on screens and more time creating, exploring, and playing. But coming up with activities and preparing materials can feel like another task at the end of a long day.

WonderKit explores how a simple digital experience could help parents discover what they can make with things they already have at home, while giving children the freedom to take an activity in their own direction.

Role
Product Design
Focus
UX/UI, Interaction Design, Service Design
Stage
Concept Development & Prototyping
Platform
Mobile-first digital experience

WonderKit walkthrough

Walkthrough video coming soon

Child and caregiver assembling a recycled-cardboard creature together at a table — generated concept illustration
Generated concept illustration · An imagined moment of shared play, not a photograph of research or testing.

02 / overview

Making everyday materials matter

The challenge
Parents and caregivers may have household materials available but lack the time, energy, or confidence to turn them into engaging play activities.
The opportunity
Explore a digital experience that reduces the effort required to discover and prepare activities while making use of existing materials.
The intended outcome
Help families begin screen-free play more easily and encourage children to experiment, modify, and invent rather than simply follow instructions.

“The goal isn't to give children more things to play with. It's to help them discover more possibilities in the things they already have.”

Project design principle · Not a verified research finding

03 / problem

The problem isn't a lack of things. It's knowing what to do with them.

These three problem hypotheses inform the concept. They still need to be explored with caregivers and children in real activity sessions.

Preparation friction
Parents may need to search for ideas, collect materials, understand instructions, and set up an activity before play can begin.
Material waste
Usable paper, cardboard, and other leftover materials can be overlooked when parents assume a new toy or dedicated craft kit is needed.
Passive instructions
An activity can focus on copying a finished example rather than giving children the opportunity to experiment or create their own variation.
Green folded paper, a concept origami frog, crayons and cardboard scraps on a tabletop — generated illustration
Generated materials illustration · Paper, cardboard and a little possibility.

04 / design opportunity

What if the home became the playground?

Help caregivers move from available materials to a suitable activity with minimal effort, then encourage children to take the activity beyond the original instructions.

  1. 01

    Discover

    Help parents identify and select the materials they already have.

  2. 02

    Create

    Recommend an appropriate activity with clear, manageable setup instructions.

  3. 03

    Invent

    Give children an open-ended challenge that encourages them to change, experiment, or create something new.

05 / design process

From opportunity to tangible prototype

The early direction explores age selection, activity mode, available materials and a paper-frog activity. The supplied WonderKit visuals below show that direction as interface concepts.

The original hand-drawn sketches, sequential origami photographs and completed physical-frog photograph were not included in the supplied materials. These screens are not presented as substitutes for those artifacts or as tested prototypes.

Supplied Wonderkit concept screen for play mode, child’s age and available time
01 / Supplied interface conceptExploring how a caregiver could describe the child and the play session.
Supplied materials screen with paper and cardboard selected and photo scan marked coming soon
02 / Supplied interface conceptExploring a simple, editable list of available household materials.
Supplied activity discovery screen showing a jumping frog, cardboard city and little creature
03 / Supplied interface conceptExploring activities as a few clear choices rather than an extensive library.

06 / proposed solution

A simpler path from materials to play

A proposed mobile-first experience that supports the beginning of play, then makes room for the child to lead. The supplied screens illustrate the concept; they do not constitute a functioning activity recommendation or recognition service.

  1. Step 01

    Tell us about your play session

    The caregiver selects the child's age and whether the activity is intended for independent or shared play.

  2. Step 02

    Discover available materials

    The caregiver enters materials manually. A future photograph-based option could suggest materials, with every suggestion confirmable and editable.

  3. Step 03

    Choose an activity

    The proposed experience suggests a small selection of activities based on available materials and the intended play session.

  4. Step 04

    Let the child take over

    The caregiver prepares the activity, and the child receives an opportunity to modify, experiment, or invent.

07 / interaction design

Designed around the moment play begins

Five supplied screens describe the proposed journey. The final screen combines child-led exploration with an optional record of what was discovered. No completed usability-test results are claimed.

Supplied Wonderkit concept screen for play mode, child’s age and available time
Supplied interface concept · 1 of 5 · Not a live product screen

Design decision / 01

Play setup

Start with the child and the play session. Age, shared or child-led play, and available time give the proposed suggestions useful context.

08 / key decision

The activity shouldn't end when the instructions do.

Concept illustration of a folded green paper frog beside exploratory folds
Generated folding illustration · The original frog prototype photograph is not yet available here.

The origami frog provides a manageable starting point. The next step invites the child to create a new variation.

“Your frog is ready. What happens next?”

Change it
Give your frog a new appearance or personality.
Experiment
Try changing how the frog moves or jumps.
Invent
Create a new game with your own rules.

FollowExperimentInvent

A design hypothesis to validate with children and caregivers — not proof of a developmental outcome.

09 / design principles

Principles guiding the experience

01
Low-friction play
Make the first useful action easy to discover and prepare.
02
Use what exists
Prioritise accessible household materials rather than requiring new purchases.
03
Child-led exploration
Offer prompts and possibilities without prescribing a single correct outcome.
04
Safety by design
Consider age appropriateness, material hazards, supervision, privacy, and the limitations of automated recognition.

10 / current status

Where the project stands today

In Progress — Concept Development & Prototyping
Concept and opportunity
The problem, opportunity areas, and proposed direction have been defined. They remain hypotheses to validate.
Early interaction design
Early sketches are described in the project brief. Five supplied interface concepts show play setup, materials, discovery, guidance and child-led exploration.
Physical prototype
The project brief describes a paper origami frog as a tangible activity connecting digital guidance with hands-on play. The original prototype photograph has not been supplied.

Next development stage

Build and test a clickable prototype connecting discovery, activity instructions and child-led invention. Automated material recognition and saved activity history are not implemented.

11 / validation

The next questions to answer

  1. 01

    Can caregivers discover and prepare a suitable activity with less effort?

  2. 02

    Do children use the final creative prompt to modify or invent something beyond the original activity?

  3. 03

    Can the product make relevant suggestions without requiring a perfect material scan, a printer, or extensive setup?

The next phase will involve a clickable prototype, observation of real activity sessions, and iteration based on feedback. These are questions for future testing, not completed findings.

12 / next steps

From concept to a working product

Prototype
Connect the main screens and test the core experience using a curated activity library.
Test
Observe how caregivers discover, prepare, and hand over activities. Evaluate whether the child-led invention step is useful.
Build
Develop a functional, mobile-first experience with curated activities, material selection, safety rules, and progressively introduced personalisation.

Image recognition and generative AI are optional implementation decisions to evaluate, not mandatory requirements for the first version.

13 / reflection

Designing for the moment beyond the screen

This project has led me to explore a simple question: how might a digital product help families spend less time figuring out what to do and more time actually creating together?

The next challenge is to move beyond a promising concept and validate the experience in real homes. I want to understand whether the product genuinely reduces preparation effort and whether its prompts give children more freedom to invent.

An evolving reflection from concept development.

14 / more work

Good ideas don't need to start with something new.

Explore more of my work in product design, creative play, and human-centred experiences.