2. Background and Objectives
Kandu inspires people to be creators of digital
media – giving children (and adults alike) the
ability to design and build games, apps and
software, without any coding experience.
The start-up commissioned Sachs Insights to
conduct focus groups among 5th
, 6th
, and 7th
graders.
A final round of research was performed to
get a conclusive read on the overall concept
and usability of Kandu, as well as
understanding key language for how to
market Kandu and identify additional features
before launch.
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Methodology
A total of four, 90 minute focus groups were
conducted in February 2014 in New York City.
Our approach
A week prior to the group, kids downloaded the
beta app to create games and art. They
videotaped their experiences with their parents
They shared their “Kandus” with each other in the
room and described their experience with the
concept and ease of use
They co-created ways that they would like Kandu
to be expanded, enhanced, and shared
3. Key Takeaways
Kandu is a fun tool that enables creativity, self-expression, exploration and
learning
Across ages and genders, kids feel Kandu is “for them”
Kandu is unique compared to other programs as it makes coding easy and
accessible
Kids are surprised at the high production value of what they create and
envision future possibilities
Kids want to share and publish their Kandus for recognition, inspiration, and
community
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