
MY ROLE
I was the primary designer leading Kids Mode, reporting directly to the CPO. Starting from a one-line brief with no established roadmap, I scoped the project, ran all user research, designed the interaction framework, led voice engineering collaboration, and validated through three rounds of testing.
Research & Discovery
RESEARCH METHODOLOGY
Observed and interviewed a group of children between 6-12 years old
Interviewed their parents about safety concerns
Reviewed existing kids' companion toys
KEY RESEARCH INSIGHTS
1. Imagination beats instruction
Kids preferred interactions where r1 felt like a character or companion, not a traditional assistant. Features framed as imaginative play were consistently more engaging.
2. Short, reactive interactions sustain attention
Children lost interest quickly during long monologues. Fast response time, turn-taking, and interruption mattered more than narrative depth.
3. Safety must be embedded
Parents were concerned about AI safety but did not want kids to feel monitored. They preferred behind-the-scenes safeguards, such as content boundaries and parental dashboards.
Designing the Interaction Framework
DESIGN PRINCIPLE
From early research and testing, one pattern became clear: Kids don’t want features. They want ways to play. Rather than designing isolated features, I proposed organizing kids mode around interaction categories — reusable patterns that could scale safely over time.
INTERACTION FRAMEWORK: 4 WAYS TO PLAY
This framework allowed us to prototype quickly while maintaining consistency, safety, and clarity across features.
It also resolved a core ethical tension: when a child is clearly doing imaginative roleplay in Play Worlds, the AI's character feels like make-believe, not a fake friend. The boundaries between "pretend" and "real" are baked into the structure.
PLAY WORLDS
Stories built together through voice.
Create immersive and imaginative spaces where voice = world-building tool.
Child: “We’re in a forest and it’s dark.”
r1: “I hear leaves crunching. Do you want to move quietly or shout?”
Adventure Quests
Character Hotline
Time Travel & Fantasy Worlds
Sound-Only Stories
DISCOVER
PLAY TOGETHER
COMPANION
Prototype & Testing
EARLY VALIDATION
Key Learnings
Kids stayed engaged longer with reactive dialogue than scripted stories
Response speed mattered more than content richness
Framing r1 as a peer increased trust and playfulness
Voice tone had a significant impact on perceived friendliness
These findings reinforced our focus on interaction design over feature complexity.
Voice Design & Engineering Collaboration
A significant portion of my internship involved collaborating with external voice engineers to develop kid-appropriate voices for r1. I was the sole designer on the Rabbit side leading this partnership.
I found that younger children (ages 6-8) preferred higher-pitched, more energetic voices, while one older child found that same voice "extremely uncomfortable" and preferred something more mature and genuine. We ultimately developed two voice options: one more playful and energetic, another more grounded.
Impact & Reflection
IMPACT
validated MVP through 3 rounds of testing, 45% prototype engagement increase
REFLECTION
1. "Kids" is not one audience
2. Projects can succeed and still not ship
3. Leading cross-functional work as an intern




