ARCHIVE · 2023 · UW HCDE

Helping children explore how AI interprets their voices

EmoTune invites children to use their own voices to explore how AI interprets emotion, language, and accent. In four weeks, I led research, design, and development to turn that idea into a working web app. My partner contributed to the designs and helped run interviews with children at UW KidsTeam.

Woofster running the language activity, on the build children tested at UW KidsTeam.
Woofster running the language activity, on the build children tested at UW KidsTeam.
ROLE
UX Designer and Developer
ResearchDesignDevelopment
TIMELINE · AUDIENCE
Nov to Dec 2023 · 4 weeks
Kindergarten to grade 3 · Tested with ages 6 to 10
ACTIVITIES
EmotionLanguageEnglish accent
TL;DR

Built and tested a working app with three voice activities in four weeks. Children experimented with the models; interviews and observation pointed to clearer prompts and fewer repeated steps for the next iteration.

01 · THE AUDIENCE

Making an abstract topic approachable for children

For children still learning to read, explanations alone would not be enough. I used voice input, characters, and visual feedback to give them a way to participate and explore what an AI model does.

The UW Learning, Epistemology and Design Lab was studying how children understand AI bias through images. We extended that question to speech: could hearing how a model interpreted their own voice give children a concrete reason to question its answers?

BRIEF FROMUW LED LabPROJECT GOALS
EngageGive children an interactive, visual way to explore AI.
IntegrateUse real speech models from Hugging Face in the activities.
ExploreBuild on the lab’s image research by exploring AI bias through speech.

I gave each activity a character to guide children through the prompts and results. Expressions, color, and pixel art supported the written instructions, connecting a technical task to a familiar game format. This gave us a visual approach to carry into the activity flows.

Character expressions connect each activity to its possible results.
Character expressions connect each activity to its possible results.
A shared palette and pixel art style bring the characters and interface together.
A shared palette and pixel art style bring the characters and interface together.
Emotion recognition
→ AIden
Language recognition
→ Woofster
English accent recognition
→ Monstro
CHARACTERS AS GUIDES

Each character gave a voice activity a recognizable identity. Its expressions connected the model’s response to feedback children could see.

EXPLORING THROUGH VOICE

Voice input let children take part without typing. Changing what they said or how they said it gave them a way to explore the model’s responses.

02 · THE MECHANIC

Turning the learning goal into three voice activities

With the audience in mind, I translated three speech models into character activities. Children could choose a character, record their voice, and review the result. The design question was how to make that sequence easy to follow while leaving room to experiment.

FOUR WEEKS FROM CONCEPT TO WORKING APP
  1. WEEK 1
    Research and model exploration
    • Gathered context from the UW LED Lab
    • Explored Hugging Face models
    • Selected an emotion recognition model
  2. WEEK 2
    Concept development
    • Sketched the initial activity flow
    • Reviewed the concept with our mentor
    • Expanded the sitemap to three activities
  3. WEEK 3
    Design and iteration
    • Refined voice input and feedback
    • Replaced circular indicators with bars
    • Developed the character designs
  4. WEEK 4
    Build and testing
    • Completed the working web app
    • Interviewed children at UW KidsTeam
    • Observed interactions and identified next steps

Four weeks to connect the research brief, activity design, working code, and feedback from children.

The early concept centered on emotion recognition. Mentor feedback broadened the scope to language and English accent activities. That offered more ways to explore AI, but also meant building three distinct flows within four weeks. I carried that change through the sitemap, character prompts, and implementation.

Across those flows, the interaction stayed consistent: record a voice, see a result, and try again. I replaced circular indicators with bars to make the model outputs easier to compare. Designing and building the app together let me work through both the interaction and the feedback children would see.

HOW THE STRUCTURE CHANGED
1ONE SHARED FLOWThree characters, but every one led into the same language recognition flow.
3THREE PARALLEL FLOWSEach character now opens its own activity: emotion, language, and English accent.
The revised sitemap gave each character its own activity, making the expanded scope concrete for the build.

Choose an activity

↓ ↓ ↓

A

AIden

EMOTION

Explore how AI interprets emotion in your voice.

W

Woofster

LANGUAGE

Explore which language the AI recognizes.

M

Monstro

ENGLISH ACCENT

Explore how AI classifies an English accent.

Record your voice and explore the result

Each character introduces a different voice activity.

A walkthrough of the character activities and voice interactions. Recorded walkthrough of the live build.
03 · TESTING

Testing what invited exploration and what got in the way

Once the app was working, my partner and I interviewed and observed three children, ages 6, 8, and 10, using EmoTune at UW KidsTeam. Seeing them use the activities helped us identify what held their interest and where they needed more guidance.

STUDY CONTEXT Qualitative feedback from three children in a session with other project prototypes available. The findings informed usability improvements; they did not establish learning outcomes.

Interviews and observation with children at UW KidsTeam.
Interviews and observation with children at UW KidsTeam.
WHAT ENCOURAGED EXPLORATIONAIden, waving.
  • A playful format
    Children responded positively to the game format and character activities.
  • Familiar visual style
    They liked the colorful pixel art and its resemblance to games they already played.
  • Experimenting with the AI
    They tried different inputs to get the answer they wanted.
WHERE MORE SUPPORT WAS NEEDEDWoofster, puzzled.
  • Fewer repeated steps
    A skip option would help children return to an activity without going through the same instructions.
  • More help with prompts
    Examples and clearer boundaries would give children a starting point when they were unsure what to say.

The next iteration would keep the playful format, clarify the prompts, and shorten the path back into an activity. These improvements were proposed after testing.

04 · REFLECTION

Connecting an engaging experience to a learning goal

Testing showed that children were willing to experiment with the models. It also exposed the next question: what did they understand from those experiments? That distinction shaped what I would test next and what I would carry into future work.

DO DIFFERENTLY
Test what children understand
Trying different inputs showed engagement, but did not tell us whether children understood AI bias. Next time, I would ask them to explain a surprising result and why they agreed or disagreed with it. That would help evaluate the learning goal alongside usability.
KEEP
Carry the learning goal through design and code
Working across design and development kept the whole interaction in view: the prompt, the voice input, the model response, and the feedback. I would keep connecting those decisions so the learning goal shapes both what we build and how people experience it.
WHAT I TOOK FORWARD

EmoTune began with a question about helping children understand AI. I turned that question into activities they could try, carried the design into a working app, and used testing to identify what needed to change. The project reflects how I work across product, design, and engineering: make a broad goal concrete, build an experience around people’s needs, and use what we learn to guide the next decision.