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ori rapoport

Ori Rapoport


In this project I chose to develop an IoT tool, for learning to draw and developing creativity, that uses capabilities from the virtual world to develop capabilities in the physical world.

- My role -

 Research - UX - User personas - Prototyping - 3D modeling

First stage - the scribble stage (ages 2 - 4) :

At this point the child, for the first time, discovers and explores his ability to create using paint on paper, a finger moving on a steam-covered window or a stick forming shapes in the sand

Third stage - the schema stage (ages 7 - 9) :

During this period, the child experiences greater independence and his interests expand. Relationships with others and friendships take on greater meaning. At this point, motor skills and coordination become more sophisticated and, respectively, artistic ability develops rapidly. The child manages to draw objects and schemas that are easily identified by the adult world. The drawings' originality decreases and instead of paintings with dramatic scenes, proper, static and predictable compositions appear.

Second stage - pre-schema stage (ages 4 - 7) :

This stage occurs during the period of kindergarten to the first or second grade in school. The artistic expression at this age is abundant and uninhibited. Shortly after the child begins to name his doodles, his drawings become more controlled and directed and the marks on the page are no longer related only to his body movements, but express what he wanted and intended to represent.

Stage Four - The Beginning of Realism (Ages 9 - 11) :

At this age the child continues to abandon egocentric thinking and begins to consider the opinions, thoughts and feelings of others. The child becomes more aware of the world around him. He becomes interested in describing reality as it is and his need to accurately describe reality increases. During this period, the child's confidence in his creative powers is undermined for the first time, as he becomes more aware of his surroundings and, especially, his peers.

Stage Five - The Pseudo-Realism Stage (Ages 11 - 13) :

1.     Children at this age are aware and critical of their drawings. They fear that their paintings may look too childish and, for many of them, this process hinders and even stops their creative development. Some children omit details that they feel they cannot draw perfectly or that they prefer to copy. During this stage, many children despair if they are not encouraged and their artistic development stops, which is why paintings created by adults often look like paintings by children aged 10-11.


When do people start drawing ? And at what age do you stop?

There are five main stages in the development of painting and drawing from childhood to adulthood:

 Cube Design

The process of planning a project, that combines an app with a physical product, is very complex because many related aspects must be taken into account, in terms of both the digital and physical user experience.

My guiding principles in the cube design process are only initial but nevertheless, it was important for me to start and plan according to them:

Desired product - a product that will not only be functional but also appealing, thus making it desirable.

Portable and small - The size of the device is critical. Its size will affect its location, time and way of using it. A large, heavy product will prevent the user from carrying the cube with them.

Simplicity - both in product design and visibility. The multiplicity of elements and capabilities will impair the designated task performance.

Adaptability - The ability of the product to be used on any drawing surface, in any size and condition, will allow a wider range of uses and users.

Wireless, Bluetooth and simple charging.

Final Thoughts

Thanks for reading

This project can have many uses besides drawing. Some of my thoughts for the further development of this project are:

Writing and reading - Use of the product and application in classrooms for different age groups. In addition, this product can help in the practice and distance learning of a variety of professions.

Occupational therapy - target populations that will benefit from the use of mobility (use of wide range of motion on larger surfaces) and creativity.


There are many benefits to being able to draw. Drawing and graphic expression are important tools in a child's or adult's ability to express themselves and develop thinking and creative abilities.

The ability to draw can address emotional needs, serve as a hobby, nurture latent creativity as well as provide solutions to complexities in the world of work and message delivery

In this theoretical project, I try to give an easy, convenient and friendly solution for learning to draw, for any person, at any stage and at any time they wish.

Custom learning process.

For each and every stage

Anytime, anywhere

Convenient and simple learning process.

The Idea

1 - Teach adults to draw.

2 - Give adults the ability to scan any object or landscape they want with the help of a mobile app.

3 - Teach them how to draw step by step with a small, portable desktop projector (Bluetooth controlled).

Setting user research goals

Before starting the research, I defined what information I would like to obtain from it. These settings served as key points to guide me during the user research and helped me focus my questions.

Here are some general questions I included in the sessions:

The Problem (and the challenge)

Dive in

Many adults do not reach the peak of their artistic development because they stopped painting or engaging in art around the age of 10-11, because of other interests or because they lacked the technical ability. Due to a high level of criticism, and sometimes even the shame of their graphic products, they switched to a simpler and more effective means of expression for them - speech and writing.


User Research

The main purpose of these interviews is to map the desires, preferences, difficulties and frustrations, as well as an attempt to understand which features will encourage and help the  users  with the task

I chose to conduct in-depth interviews that will give me the most accurate information and the deepest understanding of user needs. In my opinion, the information relevant to the research of this project lies in the profound thoughts, intuitions and fears of the users, mainly because it involves a personal and artistic aspect of learning a new ability.

 For the purpose of this study, I conducted in-depth interviews with:

8 adults (18 +) who like to draw and sketch but do not know how to.

Gathering interviews insights !


What are the Pain Points ?



I created two different user personas based on the target user group and all the information I gathered from the study .These personas represent the target users group of the product and application.

Key Design Principles

The design process

At this stage of the process, I refined and analyzed the information I gathered from the user interviews and preliminary research into a few key principles that will help me:

Design the features and options that will benefit the user.

Build  the main usage flow Concept.

Main Usage Flow

The design process

At this stage of the process, I refined and analyzed the information I gathered from the user interviews and preliminary research into a few key principles that will help me:

What similar products are out there?


Mini portable projectors: There are a variety of small projectors on the market, designed for home projection, for a relatively large distance.  The technology I require for my product has been developed and already exists.

Learning to draw apps: There are countless applications that offer Improving  drawing technique   with the help of augmented reality interactive learning for the user in which you can select from an existing library, upload an image and even choose the preferred painting style. The combination of a portable projector scanning an object and projecting it in real time, along with an interactive learning to draw pad, does not exist in the market.

Smart Sketcher: is a smart projector and app for learning to draw and write for children. It has a number of capabilities such as: learning in stages, controlling the projection through the app, projecting pictures taken on a mobile phone on to paper. The most noticeable disadvantages of the product are the size and the need for assembly. The app also limits learning to simple drawing and does not address complex drawing techniques.

 User Flow

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