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JioKids Gaming Devices

The JioKids project aimed at designing and developing edutainment-based gaming devices for kids from the ages of 5-10. Starting off as a collaborative effort between multiple internal and external teams, I worked with the Devices team in developing viable production-ready proof of concepts.

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Project Overview

Initial Context

Post Reliance’s acquisition of Disney India, the Devices Design Team began working on creating a gamified version of an edutainment device tailored for children. The aim was to facilitate holistic development by integrating Disney’s massive array of characters, games and content, with services provided by Jio, through means of an enabler device.

The project began in July 2024 and the conceptualization was concluded in December 2024. The project is currently undergoing business review and UX development for further market sensing and feasibility testing.

In-Development
FY 2024 - 2025
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The project targeted combining content from Disney with Jio network services, potentially using hardware and components from Hamleys, which is a Reliance-owned brand. This sets up the scope for creating a Jio gaming console and a content streaming platform exclusively for Disney. The project was worked on under two interchanging monikers - Novus and Nexus.

The team conducted primary and secondary research to understand user interest in purchasing a gaming and content-based device for children. Based on the data gathered from the preliminary research, the team set out to explore solutions that could function as both an educational device for kids, as well as an entertainment gateway for youngsters.

Conceptualisation and Prototyping

Using the insights and research data, an initial set of directions were conceived and showcased to stakeholders - in increasing order of production complexity and level of advancement in usage for the target audience, children below 10 years of age. Three directions were selected to be taken ahead into the first phase of conceptualisation.

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Among the three selected directions, the most feasible one (handheld gaming device) was chosen for the second phase of concept development, due to its simplicity in design, adaptability in a variety of use cases, ease of access to the target audience, and its similarities to existing mental models in handheld gaming, consistent with that of retro gaming tech.

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Initial ideations were done in stylized 2D, to mimic real-life representations of each concept. An entire range of ideas were created with soft edges and smooth curves, to stay true to Jio style guidelines. Another set of ideas revolved around radical new forms and shapes, to signify a standalone brand focussing solely on gaming and education.

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Multiple stages of prototyping, including 3D visualizations and physical product prototyping, were carried out to gauge the range of further ergonomic developments required to be done on the product.

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Post multiple phases of revisions and concept testing, the second line of concepts shown below was selected for final development. This concept would distinguish the device from the Jio brand of products, thereby giving it a distinct identity - one very similar to that of the original gameboy platforms - making it appealing to the target user group.

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JioKids Handheld Console

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Nexus is a handheld gaming device designed to introduce children to digital play through a tactile, intuitive, and engaging form factor. The product blends physical interaction with digital experience, encouraging motor skills, and creative play rather than passive consumption. Designed as both a toy and a device, the device balances approachability with technical capability.

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The design prioritizes ergonomics, clarity of interaction, and visual warmth, creating a product that children are naturally drawn to and parents feel comfortable introducing into their homes.

The device uses a folding clamshell architecture, allowing it to transform between multiple modes - Closed Mode, Open Play Mode and Stand Mode. This transformation adds a sense of gamification to the interaction.

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The device is designed around hands-on interaction instead of touch-only input, with clear affordances instead of hidden gestures.

When opened, the device is in its primary interaction mode, revealing the screen and physical controls for intuitive, tactile play. When closed, the device assumes a compact form with only essential information and some controls available on the secondary screen. The folding architecture allows the device to prop itself up for shared viewing or passive interaction.

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The device was conceived in a range of playful, soft-toned colorways designed to appeal to children while maintaining a refined, modern aesthetic.

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The device is offered in soft pastels and muted brights that feel energetic without becoming visually overwhelming. The material choices focus on matte textures for grip and warmth, and soft-touch surfaces for comfort. The device avoids looking like a traditional electronic gadget and instead presents itself as a designed object, aiming to become a trusted part of a child’s environment

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The device was envisioned to ship with a charging pod, for easy docking and portable battery backup. The device was also conceptualized as an on-the-go multiplayer platform - by connecting two devices using a Type-C-to-C cable, enabling two users to play games with each other.

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JioKids Gaming Devices

FY 2024 - 2025

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