Wouldn't it be great if you could connect your lessons taught in school to your real world experiences? Sounds crazy?

Well, that's Scope for you.

A gradual rise in academic pressure has created an environment in which achievement is valued over learning. While popular digital tools help teachers manage their grading and let students submit their work, they don’t help students learn.

So I designed Scope. A school curriculum integrated mobile application that helps students connect real world world experiences with school concepts to initiate life long learning.

 

My role:

This project took place between October 2019 and December 2019 under the guidance of Minnie Bredouw. I worked as an Interaction Designer facilitating research, interaction design, visual design, copywriting, prototyping. 


I later won an award at CCa Sparks, 2019 for this idea. I paired up with Shervin Nakhjavani and Shivani Singh for developing the business plan and value proposition framework of Scope.

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75% 

of teachers believe digital learning content will replace printed textbooks within the next 10 years.

90% 

of students use digital learning materials at home.

According to the Deloitte study, 90% of American students use digital learning materials at home, Students do not just depend on textbooks to learn about new things around them. Curious to know more about the dependency on technology in education, my team and I set out on a task to gain insight into how high school education in the United States has been changing over the past decade, and how it will change in the years to come.

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Research process

Focus on Educators Education System

Although our brief was to develop the future of work for educators only, we stressed that understanding the educational system especially with the integration of technology to understand the role of our protaganists, the educators in the system as a whole. We interviewed 7 high school teachers and students advocates to understand from various perspectives. 
To differentiate ourselves in an already advanced industry, we needed to define a desirable role for the educators and how it would meet the needs of the system. We were thrilled by the opportunity to create something more meaningful.

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Expert Interviews with high school teachers, students and educators.

Secondary research -Articles, white papers & blogs. 

Quantitative surveys with  students.

Sacrificial Concept sessions with our target audience.

Analogous research

 

Discovery

The discovery phase was a month long, high‐intensity effort that allowed us to define discussion guides, survey of journals and news articles, capture findings, understand our protagonists’s vision, and focus on user needs, behaviours and pain‐points. I also kicked off a technical discovery phase to understand feasibility and constraints of the medium of our goal.

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Synthesising our data from interviews, surveys and secondary research

Finding insights

We focused on 3 insights (highlighted in yellow) since they are major concerns in the education system

Based on our research findings and observation, we came up with insights to understand the behavioural pattern in this ecosystem. We dived deeper into 3 main insights and tried to understand the behaviour of students and teachers in the learning environment.

This helped us to develop our HMW. 

 

How might we foster an environment where learning is embraced and rewarded along with achievement?

Identifying tensions

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Focus on connecting the dots

The themes we focused on were learning outside the classroom and connecting new concepts. When students learn new things in class, there are many applications in their day-to-day lives. But the opportunity to connect those dots in order to understand new concepts often falls between the cracks, since it usually is not integrated into the syllabus.

We realized that this would be taking the pain out of the system of learning and understanding for both educators and students. Our vision was to help them get more pleasure out of it.

We wanted to become an enabler for better learning in the education system. .

Collaborating with lean UX
We emphasised on rapid sketching, prototyping, feedback and design mockups. This created early team‐wide alignment, sparked tons of great ideas within the team. Below you can see few of our rough ideas from the defining process. 

Sharing thoughts and building trust & transparency
Sharing my ideas and thinking within the team proactively helped to build a relationship within my team and faculty. Ample opportunities for input at all stages of the project built trust and created a comfortable environment to share ideas—forming a partnership which will serve much value beyond phases.

 

My design thinking

 

Rapid prototyping

Taking my design thinking forward, I started sketching out few ideas along with a small group of 8 students. This co-design method really helped me look into the need from a diversified perspective. After expanding my perspective, I started sketching out ideas that could be incorporated in the digital world. I focused on the students and teacher's experiences first. Below you can see few sketches of my ideas. 

Wireframing

Throughout this process, I was trying to capture multiple gaps and provide multiple solutions which was not unifying the experience. Realizing the digression, I focused on a singular experience, especially the student's learning curve and created the solution of connecting dots that enables lifelong learning. 

Final workflow

How Scope works

 

Experience Design

Designed for creativity and confidence

The interface design strives to be confident and increase creativity. It is heavily with illustrations with a primary color to invoke imagination. We opted for clear, readable typography —choosing colours with high contrast to increase legibility in outdoor, low‑light conditions. The design is uncluttered, clean, large and well spaced. All our design decisions help to exude a sense of confidence and creativity in the design.

 

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Thinking forward with a business plan

As this project was very well received by our research participants and guide, we tried to think forward and created a business model canvas and tried to position it in the educational world. 

Retrospective

The design circle includes keeping both user and business needs in mind

From this project, I learned about the importance of recognizing the reality of needs in a system. It is worth highlighting the needs of all actors including the users and the other stakeholders. Research with participants helped me in identifying the reality with empirical evidence. It is very important to turn assumptions into facts.