BYJU's :

BYJU's :

Intent Driven Immersive Learning for Kids 12-18 yrs

Intent Driven Immersive Learning for Kids 12-18 yrs

Intent Driven Immersive Learning for Kids 12-18 yrs

Voice User Experience

Voice User Experience

UX research

UX research

Strategy

Strategy

Prototyping

Prototyping

User testing

User testing

Project planning

Project planning

Conversation Design

Conversation Design

THE PROBLEM

THE PROBLEM

Lack of personalised learning

Lack of personalised learning

Lack of personalised learning

In today's digital age, traditional educational apps often fall short in engaging students and promoting self-directed learning.

In today's digital age, traditional educational apps often fall short in engaging students and promoting self-directed learning.

→ Limited Engagement: Students frequently find online educational content monotonous and unengaging.

→ Lack of Personalization: Content fails to adapt to individual learning styles and needs.

→ Ineffective Learning: Difficulty in understanding and retaining concepts through basic repository-style content.

→ Low Student Success and Renewal: Poor learning outcomes and low renewal rates due to lack of immersive, intent-driven learning experiences

→ Limited Engagement: Students frequently find online educational content monotonous and unengaging.

→ Lack of Personalization: Content fails to adapt to individual learning styles and needs.

→ Ineffective Learning: Difficulty in understanding and retaining concepts through basic repository-style content.

→ Low Student Success and Renewal: Poor learning outcomes and low renewal rates due to lack of immersive, intent-driven learning experiences

ANALYSING DATA

Research and discovery

Research and discovery

ANALYSING DATA

Research and discovery

30

30

Kids interviewed

Kids interviewed

32

32

32

Mentors interviewed

Mentors interviewed

Mentors interviewed

User interviews, data analysation, and user feedback, gave an understanding of the needs and pain points of our users. This research confirmed our initial hypothesis regarding the challenges faced by students using the app.

Thematic analysis

Thematic analysis

Thematic analysis

→ Low Engagement: Students find current content uninteresting and struggle to stay motivated.

→ Lack of Personalisation: The one-size-fits-all approach does not cater to diverse learning styles and needs.

→ Difficulty Retaining Concepts: Students often have trouble understanding and retaining material through standard video lessons.

→ Frustration with Navigation: Users find the app's navigation confusing and unintuitive, hindering their learning experience.

→ Limited Feedback Mechanisms: There is a lack of immediate, actionable feedback for students to gauge their progress and areas for improvement.

These insights are crucial for informing the redesign of the app to better meet the needs of students, fostering an engaging and effective learning environment.


→ Low Engagement: Students find current content uninteresting and struggle to stay motivated.

→ Lack of Personalisation: The one-size-fits-all approach does not cater to diverse learning styles and needs.

→ Difficulty Retaining Concepts: Students often have trouble understanding and retaining material through standard video lessons.

→ Frustration with Navigation: Users find the app's navigation confusing and unintuitive, hindering their learning experience.

→ Limited Feedback Mechanisms: There is a lack of immediate, actionable feedback for students to gauge their progress and areas for improvement.

These insights are crucial for informing the redesign of the app to better meet the needs of students, fostering an engaging and effective learning environment.


CONCEPTUALISATION

CONCEPTUALISATION

Intent driven learning

Intent driven learning

The solution involved redesigning the app into three distinct sections, each based on specific learning intents to cater to diverse educational needs. We defined these sections as follows:

The solution involved redesigning the app into three distinct sections, each based on specific learning intents to cater to diverse educational needs. We defined these sections as follows:

The solution involved redesigning the app into three distinct sections, each based on specific learning intents to cater to diverse educational needs. We defined these sections as follows:

Personalised learning:

  • Study plans and calendars

  • Daily task breakdown

  • Adapts to students' preferred learning methods

Personalised learning:

  • Study plans and calendars

  • Daily task breakdown

  • Adapts to students' preferred learning methods

Self learning modules:

  • Structured, curriculum-based learning for systematic education.

Self learning modules:

  • Structured, curriculum-based learning for systematic education.

Practice and revise

  • In-app quizzes, revision modules, and gamified practice sessions


Practice and revise

  • In-app quizzes, revision modules, and gamified practice sessions

Personalised learning

Personalised learning

Personalised learning

The home page dynamically adapts to each student's learning journey, presenting study plans, calendars, progress reports, and personalised recommendations. It also includes sections for personal development, rearranging content based on the student's current progress and needs, ensuring a tailored and engaging learning experience.

The home page dynamically adapts to each student's learning journey, presenting study plans, calendars, progress reports, and personalised recommendations. It also includes sections for personal development, rearranging content based on the student's current progress and needs, ensuring a tailored and engaging learning experience.

Self-learning modules

Self-learning modules

Self-learning modules

Interactive learning modules offer engaging, curriculum-based content through interactive videos, quizzes, and gamified practice sessions. These modules are designed to adapt to the student's learning pace, providing immediate feedback and personalized challenges to enhance understanding and retention.

Interactive learning modules offer engaging, curriculum-based content through interactive videos, quizzes, and gamified practice sessions. These modules are designed to adapt to the student's learning pace, providing immediate feedback and personalized challenges to enhance understanding and retention.

Revision module

Revision module

Research revealed that revision is a crucial learning behaviour before exams. Students prepare for exams by quickly recalling concepts, regularly revising during holidays or weekends to reduce last-minute cramming, and reinforcing classroom learnings daily post-class.

Research revealed that revision is a crucial learning behaviour before exams. Students prepare for exams by quickly recalling concepts, regularly revising during holidays or weekends to reduce last-minute cramming, and reinforcing classroom learnings daily post-class.

Learning analysis

Learning analysis

Surveys with 400 kids and interviews with 14 kids revealed that revision is a crucial learning behaviour before exams. Students prepare for exams by quickly recalling concepts, regularly revising during holidays or weekends to reduce last-minute cramming, and reinforcing classroom learnings daily post-class.

Surveys with 400 kids and interviews with 14 kids revealed that revision is a crucial learning behaviour before exams. Students prepare for exams by quickly recalling concepts, regularly revising during holidays or weekends to reduce last-minute cramming, and reinforcing classroom learnings daily post-class.

SELECTED SCREENS

SELECTED SCREENS

Visual Elements and Information Grouping

Visual Elements and Information Grouping

The UI was tailored for three age groups: younger children (10-12), middle schoolers (13-15), and older students (16-18). The design aimed to engage students, provide necessary tools, and support age-appropriate learning.

The UI was tailored for three age groups: younger children (10-12), middle schoolers (13-15), and older students (16-18). The design aimed to engage students, provide necessary tools, and support age-appropriate learning.

10 - 12 years

10 - 12 years

Younger children

Visuals : Bright colours, playful icons, larger fonts.

Grouping: Simple layout, minimal text, emphasis on visual cues.

Challenges: Balancing fun with intuitive navigation.

Visuals : Bright colours, playful icons, larger fonts.

Grouping: Simple layout, minimal text, emphasis on visual cues.

Challenges: Balancing fun with intuitive navigation.

Visuals : Bright colours, playful icons, larger fonts.
Grouping: Simple layout, minimal text, emphasis on visual cues.

Challenges: Balancing fun with intuitive navigation.

13-15 years

Middle schoolers

Visuals: Balanced colours, medium fonts.


Grouping: Mix of visuals and text, clear categorisation.


Challenges: Appealing yet mature design.

Visuals: Balanced colours, medium fonts.


Grouping: Mix of visuals and text, clear categorisation.


Challenges: Appealing yet mature design.

16-18 years

Older students

Visuals: Subdued colours, detailed icons, smaller fonts.


Grouping: Detailed layout, study plans, and progress reports.


Challenges: Comprehensive yet uncluttered interface.

Visuals: Subdued colours, detailed icons, smaller fonts.


Grouping: Detailed layout, study plans, and progress reports.


Challenges: Comprehensive yet uncluttered interface.

Learning Engagement Scores ↑33.6% in <4 months

Learning Engagement Scores ↑33.6% in <4 months

Impact of modes of learning

0
0

% completion

% completion

of at least one course module per month

of at least one course module per month

Impact of Joint study group

Impact of Joint study group

0
0

% retention

% retention

compared to 50% overall retention

compared to 50% overall retention

Return users for revision tool

0
0

% (16-18 yrs)

% (16-18 yrs)

return to the revision tool within a week

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