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netflix

In a recent product design exercise, I explored how Netflix could expand its offering to serve a young kids. The challenge was to:

Build a Netflix for kids.

Here is the detailed version.

Assumed Context & Constraints

  • Product Goal: Expand Netflix’s market with a tailored kids’ learning + entertainment platform.
  • Target Market: India
  • Timeline: 4 months to MVP
  • Role: Product Manager with full resource access

CIRCLES Framework Breakdown

Clarify the Question:

Design a Netflix for Kids that helps them learn in a fun, engaging way without disrupting their existing school/tution schedule.

Assumption: Netflix = on-demand streaming platform.


Identify the Users

Primary Users:

  • Kids (7–13 years)
    • Devices: Shared phones, tablets, TVs, computers
    • Needs: Flexible, fun, safe content

Secondary Users:

  • Parents
    • Decision-makers
    • Concerned with screen time, safety, and educational value

Report the Needs & Pains

Typical Kid’s Day (Urban/Middle-Class):

  • 6:00 AM – Wake up
  • 8:00 AM–2:00 PM – School
  • 3:00 PM – Rest/snack
  • 4:00–7:00 PM – Tuition/homework
  • 7:00–9:00 PM – Free time + Dinner
  • 10:00 PM – Sleep

Top Needs & Pains:

  • ❌ Limited time for long-form content
  • ❌ Boredom with traditional school formats
  • ❌ Parents want value from screen time

Cut and Prioritize

Focus on:

  • ✅ Learning content that is short, high-retention, and fun
  • ✅ Tools for parents to control and guide content
  • Gamification to boost engagement without addiction

List of Solution Features

  1. Short-form Edutainment: 3–7 min episodes with quizzes or challenges
  2. Parental Control Panel: Curate genres, restrict time, and guide algorithms
  3. Streak & Progress Rewards: Habit-forming, light gamification
  4. Smart Time Suggestions: Push content during likely free time (7–9 PM)
  5. Optional Social Mode: Kids can challenge friends or siblings offline

Evaluate Trade-offs

Benefits Risks
Fits tight schedules Risk of over-gamification
Builds positive screen habits May lead to content addiction
Earns parental trust Could exclude neurodiverse learners if not designed inclusively
Drives retention via streaks Encourages extrinsic motivation over curiosity

Mitigations:

  • Cap screen time, avoid global leaderboards, rotate between passive and active formats

Summary

I’m designing a Netflix for Kids aged 7–13 that blends learning with entertainment, fits into tight daily schedules, and builds trust with parents.

Core Features:

  1. Short edutainment videos + memory quizzes
  2. Smart parental controls and time management
  3. Streak-based gamification to encourage daily engagement

With the right content, empathy for parental concerns, and strong UX, Netflix can be more than a streaming app — it can become a digital co-pilot in a child’s educational journey.