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

Research- qualitative + quantitative, insight finding, ideation, wireframing and prototyping and

visual design

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.


  • Illustrator

  • Adobe XD

  • Anima

  • Keynote


6 weeks



Minnie Bredouw


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, 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. My research directed me towards this big question between learning and achieving-

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


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

What makes it unique?


It helps you internalize your class lessons by connecting the dots and further deep

dive into the concept. 

I had designed a quick video with the first version of the prototype to showcase how Scope works by connecting the dots between real life experiences and lessons taught in class.

Key features 

03 – 8@2x.png


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. Since this project was research heavy, we chose to understand the ecosystem with the following research methods. 

03 – 25@2x.png

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



The synthesis 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.

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?

I tried to simplify this question to build a tangible solution putting context first.

How might we enable classroom learning to be applied in the real world?

As I was going closer to the ideation level, I tried to immerse myself into identifying the tensions within the education ecosystem. This helped me identify the gaps and the opportunity areas. 


I focused on digital learning and wanted to move away from the traditional education system since there was a larger scope of personalisation through technology.I started branstorming and looking into the key areas. 


Out of many ideas ranging from community, online learning and feedback session, we decided to jump focus on the core of learning. 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.


Taking the idea of connecting the dots 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. 

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. 

Concept flow 

Visual 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.





This was a really exciting and fun project for me to work on as it provides core value, involved a ton of research, and detailed interaction work. However, shifting priorities and changing roadmaps have delayed the concept validation of this feature. Still, I learned some important takeaways from this project related to product processes.


How to adapt to changing requirements


Interview time changes, resourcing issues, and reprioritization meant the scope of the project was constantly changing. I had to adapt to those changes and still deliver the best design in time with tight deadlines.


Always fight for good UX


I had to work under very strict time constraints, but still fight for what I believe is essential to having a good user experience. 

Choosing what we won’t do


There were many great use cases we could tackle with a rich feature set. However, every single one was becoming  unrealistic. I had to determine where the real value was for Scope is so we did not spread ourselves too thin.