Rabbit

2024

Product Design

ROLE

product design intern

TIMELINE

May - August 2024

SKILLS

User research

Interaction Design

Conversation Design

Prototyping

During my time at rabbit Inc., I worked on shaping the kids’ mode experience for the r1 AI device. As the product design intern, I led user research with children and parents, translated insights into interaction patterns and safety logic, and collaborated closely with design, product, and engineering to prototype and test new voice-based experiences.

Details of this work are confidential, but I’m happy to share more in conversation.

Rabbit

2024

Product Design

ROLE

product design intern

TIMELINE

May - August 2024

SKILLS

User research

Interaction Design

Conversation Design

Prototyping

THE PROBLEM

Designing AI For Play Instead of Utility

Most voice assistants are built for utility. They answer questions, set timers, and give information. But kids want a playmate. How do you design safe voice interactions that feel imaginative and fun?

THE PROBLEM

Designing AI For Play Instead of Utility

Most voice assistants are built for utility. They answer questions, set timers, and give information. But kids want a playmate. How do you design safe voice interactions that feel imaginative and fun?

MY ROLE

I was the primary designer leading kids mode, reporting directly to the CPO. I designed and conducted all user research, developed the interaction framework, and led voice design in partnership with ElevenLabs. I collaborated with one PM (focused on safety), two engineers (implementation), and one industrial/UI designer (who executed the parental dashboard UI based on my workflows).

Research & Discovery

What can we learn from existing kids companion toys?

RESEARCH METHODOLOGY

  • Interviewed 8 children (ages 6–12) that are using companion toys

  • Interviewed their parents

  • Reviewed existing kids’ companion toys (e.g. Tamagotchi-style devices)

KEY RESEARCH INSIGHTS

We synthesized our research insights into 3 key points

We synthesized our research insights into 3 key points

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.

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.

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.

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.

DESIGN PRINCIPLE

Interactions are the focus instead of the features themselves.

Interactions are the focus instead of the features themselves.

From early 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

We defined four major interaction categories, each representing a different mode of engagement with r1.

We defined four major interaction categories, each representing a different mode of engagement with r1.

This framework allowed us to prototype quickly while maintaining consistency, safety, and clarity across features.

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

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

We quickly prototyped experiences across all four categories and tested them with children.

We quickly prototyped experiences across all four categories and tested them with children.

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 ElevenLabs' voice engineers to develop kid-appropriate voices for r1. I was the sole designer on the Rabbit side leading this partnership.

MY ROLE

  • Wrote detailed voice characteristic specifications

  • Created fictional persona archetypes describing who this voice "belongs to"—their age, personality, and how they speak

  • Generated extensive sample dialogue and content to guide voice training

  • Conducted comparative testing sessions with children

WHAT I LEARNED

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—like an older sibling.

Impact & Takeaways

After months of research, prototyping, and testing, the CEO decided the product direction didn't align with his long-term vision for the company. The project ended up being paused not because it failed in testing but because of a strategic pivot.

Despite not shipping, the interaction framework I developed gave the team a reusable structure for thinking about voice-based experiences designed for more-than-utility functions. The research insights about attention, safety, and imaginative play informed how the team approached other r1 features.

Reflection

1. "Kids" is not one audience

1. "Kids" is not one audience

I started this project thinking about "kids ages 6-12" as a single group. Research quickly taught me otherwise. A 6-year-old and an 11-year-old have completely different cognitive abilities, social needs, and preferences. The voice testing made this viscerally clear when what delighted one age group made another uncomfortable.

2. Projects can succeed and still not ship

2. Projects can succeed and still not ship

This was my first experience with a project that tested well but was ultimately cut for strategic reasons. It was frustrating, but it taught me that product decisions happen at multiple levels. Good design isn't enough if it doesn't fit the business direction. I learned to hold my work a bit more loosely.

3. Leading cross-functional work as an intern

3. Leading cross-functional work as an intern

This was my first experience with a project that tested well but was ultimately cut for strategic reasons. It was frustrating, but it taught me that product decisions happen at multiple levels. Good design isn't enough if it doesn't fit the business direction. I learned to hold my work a bit more loosely.