Color Camera

Designing a Photo-to-Coloring Experience Through User Research and Child-Centered Design

How do you design a creative experience that children love—and caregivers are willing to introduce?

Overview

Video of the final delivery.

Crayola Color Camera transforms personal photos into printable coloring pages, allowing children to decorate, customize, and bring their own creations to life.

At Crayola, I led product discovery and experience design in partnership with Marketing, Innovation, and Engineering to explore how digital tools could extend the creative value of physical coloring products.

Rather than starting with features, we began by questioning the product direction itself:

Was this a campaign extension—or a reusable creative platform?

Through research and prototyping, the project evolved from a campaign concept into a scalable creative system designed to support future Crayola initiatives..

My Role

As the lead designer, I was responsible for product discovery, research, concept development, prototyping, usability testing, and experience design from initial framing through launch.

Team: Melanie McCall, Jacob Patten, Crayola Marketing Team, Crayola Innovation Team

Platform: Mobile App (Unity)

The Opportunity

Crayola wanted to extend engagement beyond physical coloring books into digital experiences.

The initial brief was intentionally open-ended:

“Create a digital companion for future coloring campaigns.”

Before designing solutions, we needed to resolve a deeper ambiguity:

  • Is this a one-off campaign tool?

  • Or a reusable creative platform?

  • What actually makes digital creativity meaningful for children?

Research Approach

We began with caregiver-first usability testing, since caregivers controlled discovery, download, and first use.

Method:

  • ~25 moderated usability sessions

  • Task-based prototype testing

  • Video observation + notes

Why caregivers first mattered

Children determine engagement.
Caregivers determine whether engagement ever happens.

So caregiver comprehension became a gate condition for product success, not a secondary concern.

Key Insight

If caregivers don’t immediately understand the value, children never experience the product.

This reframed the problem from “designing a fun creative tool” to:

Designing a system that communicates value instantly to adults while remaining simple for children.

Key Findings & Design Decisions

1. Hidden controls reduced creative confidence

What we observed

Users could place stickers successfully but struggled to understand how to modify them or change sticker options afterward. Many assumed editing was not possible once placed.

Why this mattered

Children interpreted missing controls as “fixed output,” limiting exploration and creative ownership.

Design decision

We moved from hidden editing tools to contextual controls on selection.

Tradeoff

  • Increased clarity and discoverability

  • Increased visual UI density

  • Reduced minimal aesthetic purity

Outcome

Higher confidence in creative manipulation and increased experimentation.


2. Users lacked a sense of completion

What we observed

Participants frequently hesitated at the end of the workflow and were unsure if their artwork was “finished” or saved.

Why this mattered

Uncertainty at completion reduced confidence in sharing or printing output—even when the workflow was successful.

Design decision

We introduced explicit completion states and confirmation moments throughout the flow.

Tradeoff

  • Increased clarity and closure

  • Added an additional system state

  • Slightly longer perceived workflow

Outcome

Reduced hesitation and increased confidence in completing creative work.


3. Caregiver confidence determined adoption

What we observed

Caregivers who quickly understood the product value were significantly more likely to:

  • complete onboarding

  • introduce it to children

  • express intent to reuse

Why this mattered

Caregivers were not just users—they were gatekeepers of adoption

Design decision

We prioritized early value communication over feature depth

Tradeoff

  • Faster comprehension and trust

  • Reduced early feature explanation

  • Less onboarding depth upfront

Outcome

Improved adoption likelihood and reduced first-use friction.

Product Direction Shift

One insight consistently reshaped the product:

People are more invested in content they create than content they are given.

Initial direction

A digital campaign companion for coloring activities

Emerging direction

A platform where children:

  • transform their own photos

  • generate personalized coloring pages

  • create repeatable creative outputs

Key decision

We intentionally shifted from:

content consumption → content creation

Tradeoff

  • Stronger emotional ownership

  • Platform scalability

  • Increased technical complexity

  • Broader product scope ambiguity

Experience Design Principles

Structured Creativity

Balance freedom with enough structure to prevent cognitive overload.

Simplest Next Meaningful Action

Every step should clearly move the creative process forward.

Ownership Over Feature Count

Only include features that increase a child’s sense of authorship.

Experience Flow

This workflow became the foundation for both the MVP and future Crayola extensions.

Prototype & Validation

Prototypes were used not only for validation, but also for decision alignment across stakeholders.

They helped:

  • surface usability issues early

  • test assumptions about adoption

  • align marketing and product vision

  • support retail conversations

Key constraint decision

We deliberately kept prototypes “campaign-simple” early on, even though we knew the platform could expand.

This prevented premature complexity and ensured we validated behavior before scalability.

Platform Scaling

After launch, the system expanded into Colors of the World.

Because core interactions were intentionally constrained and structured, we were able to:

  • reuse workflow patterns

  • extend creative components

  • adapt content without redesigning interaction logic

Key outcome

The system proved it could scale without increasing user complexity.

Impact

Business Impact

  • Supported a $5M retail partnership opportunity

  • Enabled Crayola’s first internally developed mobile app launch

Product Impact

  • Evolved from campaign concept → reusable creative platform

  • Established foundation for future initiatives

User Impact

  • Reduced creative friction

  • Increased discoverability of editing tools

  • Strengthened sense of ownership over output

Reflection

This project reinforced a key principle:

Designing for children requires designing for caregivers simultaneously.

Critical learning

The success of the product depended not just on usability, but on trust and comprehension at the point of introduction.

Children shaped engagement.
Caregivers shaped access.

Both had to succeed for the system to work.

What I Would Improve Today

  • Introduce earlier child testing to capture behavioral nuance sooner

  • Add instrumentation for longitudinal engagement tracking

  • Measure emotional response alongside usability outcomes.

Final Insight

The most successful creative systems are not defined by features—they are defined by ownership.

This project succeeded because we shifted from delivering content to enabling creation.