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DeskLEARN Design Case

DeskLEARN transforms learning into a playground! This interactive STEM app for third and fourth graders lets kids dive into science, technology, engineering, and math through engaging games, experiments, and challenges.

Project Overview 

DeskLEARN is a children’s learning app with a focus in STEM based curriculum and learning through gameplay. The app is facilitated by parents for children and is used by educators as a resource/learning tool. The app allows users to engage with a variety of different STEM related lessons and concepts through the use of unique app functions and features such as education tracking, goal setting, ability to connect with an online community, learning through gameplay and more.

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DeskLEARN strives to provide a design based solution to the lack of STEM curriculum and learning in third and fourth grade classrooms in the midwest. The project unfolded over the course of six months and went through a design thinking process of ideation, research, prototyping, and reflection. As the designer of DeskLEARN, I actively and thoroughly engaged with all stages of the design thinking process to make this vision come to life. 

Project Ideation 

By using design thinking techniques such as challenging my assumptions and creating new ideas, DeskLEARN was brought to life after learning about the insufficient STEM curriculum being taught in third and fourth grade classrooms. 

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Through empathizing with my ideal users needed, I spent a few weeks time developing the concept and creating a basic idea for this learning app. 

Problem Statement: 

"Elementary age children (third and fourth graders) need an accessible, digital learning app geared towards introducing basic STEM related concepts and ideas because while children have shown interest in the field, they are not supported by current schooling curriculum and therefore lack proper support to enter the field." 

 

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Project Research 

Audience research was conducted with all three of DeskLEARN's target audience members (children, parents and teachers) prior to the prototyping stage to better understand my users needs, wants and must-haves. This research was collected through a series on 1-1 interviews. 

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After the initial research stage, additional research was conducted with target users via the apps prototypes (both at the low, mid and high fidelity stages). This research consisted of formal interviews, the use of the "think aloud" method, contextual inquiries and cognitive walkthroughs. This testing helped to identify key usability issues, improve the aesthetic design and learn specific opinions/ideas the users have concerning the app idea through A/B testing. 

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Prototyping

After the design solution ideation stage completed, DeskLEARN designers began the prototyping and testing stage. Designers developed three different fidelities of prototypes that represented the DeskLEARN app vision. Each prototype was tested with target audience members in between edits to get feedback regarding different things about the app including user flow, interaction/engagement, features/functions and aesthetics.

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Low Fidelity Wireframes: 

I sketched a series of wireframes on notecards that included elements and screens that were necessary to the user flow. These wireframes were then tested with three users (a teacher, parent and child) through a series of interviews to help identify key usability issues and flaws within the user flow. After testing, more iteration prototypes were created. 

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Mid/High Fidelity Figma Wireframes: 

After multiple iterations, the final screens were designed with Figma. Interactions were added to help users/digital corp understand the functions of different features and interact with the app. My goal for the app was for it to be playful enough for children while not distracting to any adult users. Graphics were added to stimulate more fun centered around learning. Multiple usability tests including, A/B testing, think aloud method, contextual inquiries and cognitive walkthroughs were conducted to complete the final designs. 

Project Reflection

What have I learned from this project? 

  • User research is a must. Creating a children based learning app wouldn't have been successful without involving children within different stages of the design process. They bring bright ideas and help tailor the app to meet their needs. 

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  • Always fall in love with the problem, not the solution. I wanted to create something resourceful for a range of people. I was constantly reframing the problem and iterated on a variety of solutions. I loved the idea of the problem so it naturally lead way for many solutions. 

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  • Listen and incorporate feedback. Design is a process, and by testing and re-testing and editing and re-editing, designers can create useable solutions for their users through their designs.

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