UX DESIGN / UX RESEARCH / INTERACTION DESIGN

IN DEVELOPMENT

Uplift K12 Lesson
Planning & Gamification

Process Deck
Introduction

UpliftK12 is an online EdTech whiteboard product that enables teachers and educators to facilitate lessons to their students, and engage with them in fun and meaningful ways. Their expertise lies in the mathematics space, but is currently expanding to offer more subjects.

Role

UX/UI Designer, Researcher,
Interaction Designer

Duration

January 2022 -
March 2023 (In Development)

Client

UpliftK12 / Mehul Shah

Tools used

What is Uplift K12?

UpliftK12 is an online EdTech whiteboard product that enables teachers and educators to facilitate lessons to their students, and engage with them in fun and meaningful ways. Their expertise lies in the mathematics space, but is currently expanding to offer more subjects.

PROJECT OVERVIEW

The Challenges

Our team was tasked to focus on two separate features/challenges, both pertaining to the UpliftK12 platform.

Lesson Packaging

A packaging feature for lessons, used by tutor/instructor
Client says: “We want 90% of tutors to feel prepared for their lessons, want to make the platform more organized and easy to navigate through”

How can we make it easier for educators to use packaged lessons?
How can we help educators feel confident when bringing on new students?

Gamification

To gamify the lessons, encouraging student participation and help them feel comfortable in their learning environment.

How can we adjust the gamified experience to encourage students to excel?
How can we uncover true motivation from students?
How can we make the student-teacher relationship equitable and also exciting?

Jump to Section

"We want 90% of our educators to feel prepared when they start a lesson."

MEHUL SHAH - CO-FOUNDER

DESIGN THINKING PROCESS

Stanford Design Thinking

Our team focused on the Stanford University design process of discovering, defining, designing, and delivering. Where we were reiterating each step of the way.

While this was a great starting point, our process ended up looking a little less linear than the graphic above.

DISCOVER + RESEARCH

Maslow's Hierarchy of Needs

Our team was in need to gain a better understanding of how students are encouraged on their learning journey leading to their success. We used Maslow’s Hierarchy of Needs Motivational Theory as a perspective to design our research plan, emphasizing the idea that students are able to reach their potential when they are at their current need level.

Competitive Analysis

We conducted out competitive analysis by focusing on companies that are known for widely used features on whiteboard and gamification. Under whiteboard category, we looked into Nearpod, Google Jamboard, and Brainingcamp. Under gamification, we looked at companies like Koala Learning, Freckle, and Kahoot. As a team, we were breaking down key flows and features of competitor’s websites to understand how the platform’s current navigation compares to Uplift K12.

Comparative Analysis

For Comparative Analysis, we looked more into companies that offer personalized learning plans such as DailiesPods and Tutorpeers. Also, companies that offer gamified learning experience like Prodigy and Duolingo.

View Full Analysis

A Closer Look at the Current State

We conducted a heuristic evaluation to optimize usability by minimizing design deficiencies. We took a depth into current Uplift K12 website for its effectiveness of the interface and their features. We were looking for any all gaps in the current UX that we could take into consideration when beginning to design for our prototype.

Interviewing Some
Amazing Educators

In order to dive into deeper insight of current education experience and platforms that are used by the educators, we conducted 5 scripted user interviews with individuals with strong education background. Among the interviewers, only one interviewee had experience using Uplift K12 to teach their students.

Can you walk me through your approach to creating lesson plans?
How do you motivate students to learn and enjoy learning?
How do you incorporate gamification into your teaching?

Interview Findings

After interviewing some pretty amazing educators, we grouped key findings based on what they said regarding how they felt when using teaching platforms and what motivated their students. The following are direct quotes from those interviewed.

Mapping Out the Responses

In order to synthesize and make sense of our research observations that were gathered from the interviews, we had a collaborative design lab building an affinity map and “I” statements together. We separated our sections into Lesson Packaging, Gamification, and a Mutual section that included insights from both parties. Here are some “I” statements that we were able to retrieve from the affinity mapping.

View Full Affinity Map

Lesson Packaging

I want to gauge the student’s understanding at the end of the lesson.

I need a way to efficiently build a structured yet adaptable lesson plan that is based on the student’s journey.

I am guided by a student’s learning style to help inform engaging lesson planning

Gamifying Experience

I need to apply individualized intrinsic motivation through the use of extrinsic tools, creating excitement for lessons.

I want to ensure that students, when faced with disappointment, do not disengage with the lesson.

Mutual Ideas

I am driven to teach by witnessing students’ progress through “aha” moments.

I prioritize building a trusting relationship with the student in order for the student to feel safe and encourage perseverance

Dividing Our Efforts!

Based on the two separate design challenges, we divided into two separate sub-groups (post initial research) to tackle each challenge. I was a direct part of a team of three in lesson packaging to solve the first task. Throughout our project we had daily  checkins to where both team got together to check and discuss the design process and any difficulties we were facing.

1. Lesson Packaging

Focusing on the first challenge, packaging lessons for tutors and educators to have a "turn-key" experience on the platform.

2. Gamifying Experience

Focusing on the second challenge, gamifying the learning experience to keep students motivated and feel comfortable.

DEFINE - LESSON PLANNING

Meet Jenna, our Tutor

From the data points we had from affinity mapping, we created two personas that would drive the design for our new website. We had Jenna represent the lesson packaging as a tutor looking to find a lesson plan that resonates with different types of students. We will refer back to Jenna during every step of our design process.

JENNA'S PROBLEM

Educators want to create lesson plans that build strong relationships and keep students engaged. This is problematic as educators have little time to plan lessons, limited information on the students, and need a way to learn what motivates their students.

OUR SOLUTION

We need to deliver a quick and familiar way for educators to build upon lesson plans to cater to student’s individual needs, encourage motivation, and enrich the student-educator relationship.

Feature Prioritization

We set out to work on the feature prioritizations for our website using the MoSCoW method where we mapped out a list of features that could be used in the design. Must haves with high impact included:

Finding help, uploading documents, and sharing with the student
Search, filters, and whiteboard
Educator profile, notifications, and adding interests

DESIGN

Task Flow - Plan and Assign a New Lesson

For lesson packaging for educators, we revised the flow for building a new lesson on the platform and incorporated the idea of saving modules and exercises into packaged groups that could be assigned to students. The idea of ready to use packaged lessons that can be modified into a student’s learning journey was implemented.

Task Flow - Plan and Assign a New Lesson

For lesson packaging for educators, we revised the flow for building a new lesson on the platform and incorporated the idea of saving modules and exercises into packaged groups that could be assigned to students. The idea of ready to use packaged lessons that can be modified into a student’s learning journey was implemented.

Sketches to Mid-Fidelity

Taking our knowledge from our research phase, with our personas and user flows in mind, we began sketching, critiquing, reiterating, and collectively setting the foundation of our designs. As two teams of lesson packaging and gamification, we ran a collaborative design lab, where each member focused on sketching different pages of the application. My part of the sketches and wire framing focused on the creation of My Student Page for the educators to be able to view the student’s information. Starting to come to life with our wireframes, some of our key design decisions included the following.

Bringing a new “create button” to support ease of use in creating new lessons, quick assign, or uploading new material
A new button to Explore Library, improving navigation to all the wonderful materials existing in the platform

Simplifying the filtering options in the library, reducing cognitive overload, and increasing efficiency and familiarity

We enhanced the tutor’s view of My Students.
• Quick access to view the student’s recently completed lessons and future assigned lessons
• Any badges that the student has earned (more on this gamified feature later!)

Shared notes section: This is particularly valuable, as it allows the tutor to have quick access to learn about the student’s preferences, learning styles and motivators, as well as leave information about the child’s progression for parents and guardians. This not only helps to facilitate the tutor-student relationship, but also improves communication to parent or guardian, improving the experience across affiliated products like Click-Learning.

PROTOTYPE + TEST

Wireframes

We framed and developed interactions similar to the existing platform, but added a few new interactions to help enhance the educator flow.

Usability Testing

In total, we ran mid-fi usability test on 5 different users that were currently using Uplift k12. We had users complete same set of tasks in each round of testing for consistency. Each prototype went through 2 task from each group , resulting as total of 4 tasks.

Objective: We wanted to check if users from Uplift k12 had an improved browsing experience when it came to creating lesson packaging, and practicing gamification through rewarding students.
Methodology: Moderated remote testing

Direct Instruction Needed

Repetition of Lesson Assigning

Unclear Iconography

Revisions After Initial Testing

Solutions

We spent a great amount of time and effort to minimize the design as well as to make navigation simple to use throughout the website. We added all the feedback changes that were made from previous usability testing as well as the new features to cover ideas from our client.  When finalizing the look and feel of the UI and design system, we kept some of the original U12 theme and tweaked the color palette and typography hierarchy.

Style Guide

Utilizing a bright orange, off white, and cool dark blueish black, the feelings of West Texas come to life, paying homage to the land Marfa Burrito is on. The bold typography makes for good legibility while the button contrast bring a new feel to the UI. The logo is geometric and simple, giving a modern touch.

Conclusion and Takeaways

We have designed a process for tutors to quickly and easily build, duplicate, assign and launch both preset lessons, as well as create their own lesson packages. A new tutorial feature has made becoming familiar with the platform easy for new users. The rebuild of the student profile allows tutors to learn about their student's preferences and learning styles, while being able to share updates with the parent or guardian.

Some of my next steps would be to:

Put all prototypes through another round of usability testing
Sync up with a curriculum specialist to create curated lesson packages
Use metrics post ship date to understand how it's working with users
Sync with Stakeholders to ensure meeting both user and business goals
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