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COURSE PROJECT
A playful new alternative for kids to learn
BRAND
Brightminds
ROLE
UX Designer
EXPERTISE
UX/UI Design
DURATION
Apr - May 2022
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Overview
This independent student project was completed while I was in the Google UX Design Career Certificate Program. I was the sole designer on this project and was also responsible for user research, wireframing, prototyping, and branding.
Problem
Recent studies have shown that most K-12 students prefer to use technology so they can take charge of their own learning. These students want to play a more active role in their education, but they need more modern environments specifically designed for engaged teaching.
Solution
Today's students are accustomed to using the web for self-directed learning at a very young age, and they're spending their free time looking up information for themselves. The goal was to create a digital experience where children can embrace their curiosity, explore various topics, and become better learners.
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Understanding the User
Before beginning the design process, I needed some additional context. My primary focus was to figure out some of the different ways students learn and what challenges they may face. I decided it was best to conduct secondary research based on time and budget constraints.
Research Findings
According to the annual "Speak Up" survey from the nonprofit organization Project Tomorrow, 49% of students in grades 6-12 say they regularly use YouTube for self-directed learning.
In addition, 50% of elementary students say their favorite way to learn is using technology to collaborate with others, and 75% of all students say their ideal school would give them a digital device to take charge of their learning.
Key Insights
Here are a few insights based on the information gathered in my research:
Most students seek additional learning outside of school
Most students prefer digital teaching compared to traditional methods
Most students would rather learn at their own pace with technology
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Competitor Research
To learn a little bit more about the market, I observed and analyzed several competitors and noted some of the features they were offering their users. I studied Rosetta Stone and Duolingo, two successful digital products in the education field.
Rosetta Stone offers features like a personalized learning plan and the ability to download lessons offline.
Duolingo offers game-like lessons and the ability to track your progress to work towards your goals.
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Personas
After gathering and organizing the data from my research, I needed to create a persona to visualize the target end-user. To guide me through the design process, I wanted to ensure that this persona accurately portrayed a young student eager to learn new things. This persona was referred to throughout the entire product life cycle in order to remain focused when making design decisions.
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Sketches
I started with several basic sketches of how I wanted the overall layout to be structured to begin the design stage. I wanted the user to select between books and collections and access their account settings all from the homepage. This was reflected in the sketches shown below.
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Low-Fidelity Prototypes
Now that the structure of the application was determined, I moved on to creating a low-fidelity prototype. This was useful when determining how enjoyable and functional the current design was during this stage.
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User Testing
As always, I conducted user testing with several participants before finalizing my designs with high-fidelity mockups. After gathering insights from users, the following changes were made and displayed below.
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Final Design
The purpose of this application was to allow young, eager students to quickly navigate and learn various topics outside of traditional schooling. With this in mind, I wanted the app to have a clean and minimal feel to ensure the design doesn't get in the way of the user's goals.
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Takeaways & Next Steps
With this project, I learned about the different way students digest information and what challenges they frequently encounter. While this application is not meant to be an alternative to learning from a teacher in a physical classroom, the goal was to provide a digital experience where young students can expand on their curiosity and broaden their knowledge.
When it comes to further improving this experience, some next steps would be:
Expand the overall selection of topics
Design a flow for students to download lessons for offline learning
Implement a social aspect where students can connect with one another