I love your patience.
View
Jurassic Primary
Hackathon, Research, Design, Prototyping
Main Project Image
An engaging classroom for junior highschool students
An image showing a glimpse of the project's solution
CONTEXT
A hackathon where everyone is a winner

I was hand-picked by Solace.com to participate with them in a hackathon organized by deCODE. During this fun 2-day event, I worked closely with 3 selected designers, and UX mentors from Solace. Our theme was based on making a digital solution for improving engagement in online learning. The design team was responsible for quickly coming up with a unique yet implementable design and coordinating with 16 developers to create the solution!

Image describing context of the project
The day-1 opening ceremony hosted on gather.town - Shout out to the organizers Andre & Shaun!
LOGISTICS
Team Members
(4) Craig Van Weichen, Kunal Dewan, Maggie Peng, Michelle Lai, and mentors from Solace (special thanks to Stephanie Piccoli, Jenna Foreman and Laura Vo).
Timeline
September 2022 (2 days)
Platforms
Mobile, Web
My Role(s)

Researcher, Designer, Presenter

Deliverables
Affinity Maps, Mid-Fi Wireframes, Style Guide, Hi-Fi Mockups, Presentation Deck
PROBLEM
Junior high school students show concerns of disinterest towards remote learning.

After brainstorming in a "Lean UX" fashion, the team decided on high school students and their teachers as the primary audience. Everyone put their ideas onto a FigJam board and we decided on this common issue through voting. We split up into 2 teams, where I paired up with Michelle to primarily work on the student mobile app.

OPPORTUNITY
How can we make remote learning more engaging for junior high school students?

We focused on the shortcomings of conventional remote teaching on platforms like zoom. Precisely, we aimed to add a factor of personalization, interaction and enjoyment in our solution which these platforms lack.

RESULT
A cute dinosaur themed application.

The intent was to create an immersive experience for the students, whom we figured would be fascinated by different themes. We came up with the idea of adding themes in the application like pirates and the treasure chest, dinosaurs and secret eggs, etc. and built our prototype to showcase one.

BRAINSTORMING
Ideas.. Ideas everywhere.

The team kicked-off by devising wild ideas on the theme and focused on common problems faced when attending remote classes and suggestions to make students more involved. We then voted for each others' ideas to prioritize the ones for our prototype through a consensus. It is understood that at this point of time, in a real world scenario, we would gather at least some secondary research, create hypotheses and validate them against a crude persona even before proceeding towards a low-effort design.

Coming up with diverse ideas.
Ideas for the student-facing application.
Ideas for the teacher-facing application.

However, due to the structure of the event, we decided to work backwards from the theme and then pick the subcategory of students we were interested to solve problems for. The final verdict of brainstorming leaned towards making remote classes enjoyable, and reducing boredom by finding out ways to increase student-teacher engagement and student-student engagement in such settings.

Choosing a target audience.
Primary Users

Our primary users consisted of students using the student-facing application, and corresponding teachers using the separate teacher-facing application. Initially, the team decided to go with kindergarten to 8th grade students through a close voting process, with the idea that it may pose more interesting challenges compared to mature students as the primary audience.

Voting process for the target audience - students.
Dealing with diverging priorities.
Further Refinement

Over the course of discussions, it became evident that the age group was very wide. This was mainly because of different expectations of students in the lower age range vs. the upper range in terms of interests and learning capabilities, making it too broad of a problem to solve. We worked around this by focusing on the upper age-range in this bracket owing to necessary assumptions listed in the next section.

DEFINING CONSTRAINTS
CONSTRAINTS
Assumptions.

    To simplify our prototype, we made 3 assumptions -:

    • The student is able to understand and communicate in basic English
    • The student owns a mobile and has some experience using mobile apps
    • The teacher uses a desktop to conduct the teaching session

    These points were critical drivers to our design because we were demonstrating a solution with English as the primary language(i.e. no localization or RTL language considerations were made for this prototype). Moreover, we discussed that most junior high school kids in today's generation either directly own or have access to their parent's mobile phone or iPad apps. This pushed us in the direction of creating a mobile-first application for the student-facing app. In contrast, by majority we agreed that teachers would use a desktop to host the session for convenience, and hence planned for a web application for teacher side application instead.

    What about the scope now?
    Final MVP

    We came up with these high level features for our student-facing application.

    Improving overall student involvement

    • To keep the app simple, the student has a themed home screen (or dashboard) which will host minimal number of necessary options: Joining a class, customizing theme for the app, accessing their workbook/notes and the task-list from the professor and accessing their trophy room. We also added a navigation similar to common mobile apps (Jakob's law of similarity) to make sure all students find it easy to navigate.
    • The student can access a workbook for each lecture through their home screen
    • The student receives awards for attending the lecture, answering polls created by the teacher and finishing assigned homework (Positive reinforcement effect).
    • The student has their own trophy room with exotic dinosaurs as collectables. This utilizes the Ovsiankina effect encouraging students to collect trophies they don't have yet.
    • The student can access a themes menu through their home screen to customize the app as desired (keeping in mind the Aesthetic Usability UX principle).
    • The student receives in-app and push notifications in the cases when a lecture is starting soon, a trophy is received, etc.
    • The classroom joining links appear as decorated doors to simulate real world settings (derived from Match Between the System and the Real World: The Nielsen Norman Group's 2nd usability heuristic).

    Improving student-student engagement

    • The student is able to use dinosaur themed emotes
    • The student can see other students as dinosaur avatars in the classroom
    • The student can compare poll results from other students
    • The student can see other students typing in the chat as dinosaur names

    Improving student-teacher engagement

    • The teacher can create customizable polls for students
    • The students can use a dinosaur themed hand raise button to ask questions
    • The teacher can push tasks to student's dashboard using a task-list feature
    • The student sees the teacher's video in the top right corner of the screen, which changes to a dinosaur avatar if the video is turned off
    • The teacher gets a link afterwards to data analytics and student engagement stats for the finished session, which offers useful insights and feedback.
    DESIGNING
    Making sense of the requirements.
    Low-Fidelity Ideation

    We discussed the requirements and had 1 notetaker to write down all the ideas we wanted to sketch.

    A rough list of ideas we decided to design.

    We then made use of a quick wireframing session that helped us convey our ideas to the developers' team.

    Low effort Ideation of the requirements so far
    Giving shape to the concept.
    Mid-Fidelity Wireframes

    After our initial discussion with the developers, we decided to focus on the live classroom experience and therefore decided not to implement the secondary functionalities like the tasklists and workbooks. Moreover, for simplicity we sticked to 1 theme throughout the application.


    Mid - Fidelity Wireframes capturing the implementation requirements.
    The final demos are closer than they appear.
    Descoping

    Dusk had arrived and it became apparent that everything in the design was not implementable within the next day. We met with the developers' team to prioritize the functionalities. Being a developer myself, it was easy to calculate that implementing the trophy system and all the dinosaur animations we envisaged was far fetched. In a bias for action, we also cut down on the dashboard features to include only the classroom experience simulation with important details that would suffice for our concept.

    Time to add some flavor.
    Creating The Style Guide

    Once the clouds were clear and group discussions on estimates were complete, we went ahead to design high-quality screens for the handoff. Though only some screens would be implemented in the code demo, the design team decided to polish as many screens as possible for the presentation.

    I was responsible along with Maggie to create a common style guide for the entire product (both the student and teacher facing application). My personal approach was derived from simplicity, extendibility, branding and feasibility. To keep it easy to follow for other designers and developers, we decided to stick with only the essential components.

    SIMPLICITY

    Is the style guide intuitive enough for other team members to follow?

    EXTENDIBILITY

    Is the design system easily extendable for both the student and teacher side application?

    BRANDING

    Do the color themes and components resonate with Jurassic Primary's intended brand image?

    FEASIBILITY

    Are the components implementable with a reasonable effort?

    Typography

    We chose a font which would fit well with both the teacher and student application. The considerations for this were being easily readable, and not being a formal font which would be different from the students' taste. We made sure to check the legibility on both mobile screens for the student and on desktop for the teacher and came up with these sizes.

    Color Palette

    I picked the color palette for both the apps by starting out with bright colors and aiming for complementary shades. In the end, I settled with a blue primary theme for the teacher application to give it a professional appearance and picked fun colors for the students that would go well with the dinosaur theme.

    Buttons

    Spacing (common for padding and margins)

    Spacing was tricky because the teacher-side app would potentially require big spacing values (like 144px and above), but we limited ourselves to presenting the demo on a 13" Macbook. Accordingly, we devised 6 spacing values by checking them against both mobile and desktop screens. Sticking to multiples of 8 pixels helped to avoid grid misalignment issues and 2px spacing value was used for adjustments.

    The signal turns green.
    High Fidelity Screens
    Our dinosaur stock assets, aren't they cute?
    Design prototype in the works!
    THE FINALE
    Let's talk technology.
    Tech-Stack Used

    The event did not run overnight but resumed from the next day. This meant I had time to delve into the technology being used.
    Programming the User Interface

    • The user interface for both the student mobile app and the teacher desktop app was made using React JS as the front-end library and Styled Components for styling to be demoed on a web browser.
    • This choice was influenced by a bias for action because it would take less effort to use the same technology for both interfaces.
    • For the student app, the resolution in the browser was fixed to that of a mobile's dimensions which would make it resemble a mobile app.

    Hosting & Deployment

    • The deployment pipeline and the hosting was made possible through Firebase, which is a platform developed by Google.
    • This was primarily because our content was static for the demo and Firebase provides these minimal services at no cost.

    Event Management

    • To glue the 2 apps together, Solace was used for implementing features like live chat during the lecture and the common slideshow.

    Data analytics for the class session

    • Dash and Plotly libraries were used to collect and analyze the data from the session.

    Presentation Matters.
    Final Demo

    The team prepared a presentation deck using Google slides for our 7 minute presentation at the end. We made use of stock dinosaur assets to make them more appealing!

    A sneak peak of our final presentation deck.
    Demo of the coded student-facing app, with the lecture slides changing in real time by the teacher app.
    Becoming famous.
    Feedback

    The demo went extremely well and we received an overwhelmingly positive feedback for the product. Some noteworthy comments included

    • "Ship it!"
    • "Take my money now!!"
    • "I'm ready to invest in this product."
    • "A few more days and we could sell this!"
    An audience member elated after seeing our final app demo.
    Measuring the success of our design
    Tracking Metrics

    Though we did not cover the metrics during the event, I came up with these critical factors which would measure product adoption and student engagement.

    Qualitative metrics

    • Timestamp of the class when a student drops off - This could indicate key moments within the lecture that may be uninteresting to other students
    • Feedback at the end of every class - A subjective feedback or even a likert scale would help the teachers understand areas of improvement

    Quantitative metrics

    • A/B comparison of the number of classes attended - We could run classes on another educational platform and do a control-sample testing to observe direct correlation of attendance with the new platform
    • Duration of class attended - A simple indication of whether the students are sticking around till the class completes
    • Number of click events on polls, raise a hand feature, emoticons and live chat - These indicate active involvement of the students during the class. Moreover, the number of clicks separately will also help us gauge the popularity of these features amongst students and accordingly pioritize/deprioritize them in the future.
    • Number of visits to the trophy room - This will help us know whether students are fascinated by trophies. More data can be collected on this screen, like if a student taps over a particular trophy regularly that would imply it's special to that student, giving us insights into what type of trophies are desirable.
    • Number of workbook accesses - This would help us measure if having a digital workbook for students was indeed a good idea or if they'd rather use other methods like a separate app for that.
    TAKEAWAYS
    A little retrospection.
    My Learnings

    I learnt a ton during this roller-coaster ride of an event to say the least. The most memorable moments for me were the brainstorming, where we came up with a meaningful and actionable problem statement from the initial plethora of ideas, and the design phase where we saw the power of collaboration and how multiple designers working in sync accelerated a great product!

    A matter of pride.
    Things That Worked Out Well

    I feel that everyone in the team shared a positive attitude towards a common goal which helped us complement each other's skills very well. Moreover, the frequent scrum-meetings we had as a complete team made that morale soar high.

    Trying harder.
    What I would do differently.

    A notable problem I realized was it was difficult when many people tried to work on the same aspect of a subproblem, for example - several people trying to design 1 screen simultaneously could be tedious if not done properly. In these cases, I learnt that it's better to break out into smaller groups, tackle a subproblem and then collate after a collective discussion, like following the quick wireframes technique in the above example.

    Until next time!