myClassmate - Edu game

ITC Classmate
Client: ITC  
Year: 2022
Role: UX Designer

Background

myClassmate

myClassmate is an educational game mobile application to help students to assess their Cognitive, Arithmetic, Logical reasoning, and Communication skills for the age range from 6 to 12 years.

The client is developing an educational game mobile application to help students to assess their Cognitive, Arithmetic, Logical reasoning and Communication skills for the age range from 6 to 12 years.

Objective

Design and develop the game mechanics and logic

The objective of this UX project case study is to design and develop game mechanics and logic for three levels of a mobile application, with the aim of enhancing the overall user experience and engagement. The goal is to create an engaging and enjoyable gaming experience for users by implementing well-designed and intuitive game mechanics, ensuring that players are motivated to progress through the levels and feel a sense of achievement. Through thoughtful design and development, the project aims to increase user engagement, retention, and overall satisfaction with the mobile application.

The Process

Using the design thinking process to define and solve the problem

As we have applied design thinking to the product design, the UX research process follows the below given five key phrases:

As this games have the user segment of ages 7 - 10, the games should have a simple design with easily recognisable gameplay. We have proposed to have immersive gameplay that has stunning visuals alongside the audio.

Research

The research conducted for the myClassmate mobile app aimed to explore the cognitive information processing stages and the impact of learning and practice on improving intelligence and abilities. This research section outlines the methods employed to understand cognitive processing and how it can be leveraged to enhance the user experience of the myClassmate app.

Research Objectives

Setting research goals and laying out a plan

  • Understand the cognitive information processing stages involved in acquiring and processing information through various senses.
  • Explore the role of learning and practice in improving intelligence and abilities.
  • Identify opportunities to leverage cognitive processing and learning strategies to enhance the user experience of the myClassmate mobile app.
  • Gather insights from the cognitive function research conducted at ed-trix to inform the design and development of the app.

Methodology

A mixed-method approach was adopted

To address the research objectives, a mixed-method approach was adopted, combining qualitative and quantitative research methods. The following methodologies were employed:

Literature Review

A comprehensive review of existing literature on cognitive information processing, learning theories, and cognitive function research was conducted. This helped establish a theoretical framework and provided insights into established principles and findings.

Expert Interviews

Interviews were conducted with experts in the fields of cognitive psychology, education, and user experience design. The experts provided valuable insights into cognitive processing stages, learning strategies, and the application of these principles in educational settings.

Cognitive Function Research

The research conducted at ed-trix was reviewed to gather specific insights and findings related to cognitive processing and learning. This research provided a foundation for understanding the impact of learning and practice on improving intelligence and abilities.

User Testing and Feedback

Prototypes of the myClassmate app were tested with target users, who provided feedback on the app's usability, effectiveness in facilitating cognitive processing, and potential improvements to enhance learning and engagement.

Key Findings

Usability testing of the original form revealed pain points

The research yielded several key findings that influenced the design and development of the myClassmate mobile app. These findings include:

Importance of attention

Attention plays a crucial role in cognitive information processing, as it determines what information is selected and processed further. The app should incorporate elements that capture and maintain users' attention to facilitate effective learning.

Integration of multi-sensory experiences

Leveraging various senses, such as sight, hearing, and touch, can enhance cognitive processing and improve engagement. Incorporating multimedia content and interactive features in the app can facilitate a more immersive and effective learning experience.

Emotion and memory

Emotions play a significant role in memory formation and retention. Designing the app to evoke positive emotions and create memorable experiences can enhance the recall of learned information.

Learning and practice for improvement

The app should provide opportunities for users to engage in learning and practice activities that promote critical thinking, reasoning, and concept formation. By offering challenges and opportunities for skill development, the app can support users in improving their intelligence and abilities.

Comparative Analysis

Gaining insights into how competitors encourage users to complete product listings

Through research and evaluation of similar apps in the Play Store, strengths, weaknesses, and user experience strategies of competitors were identified, informing the design and development process of the myClassmate app to create a distinctive and user-centric solution for an engaging and intuitive user experience.

Khan Academy Kids

Strengths:

  • Wide range of subjects covered, from early learning to math, science, and reading
  • Engaging and interactive activities
  • Personalised learning path for each child

UX strengths:

  • Clear and concise navigation
  • Attractive and child-friendly UI
  • Use of colour and animation to engage users
  • Gamification elements to encourage progress

Weaknesses:

  • Some of the activities can be too easy or too difficult for some children
  • The app can be a bit overwhelming at first

Duolingo

Strengths:

  • Fun and engaging way to learn a new language
  • Progress is tracked and gamified, which helps keep kids motivated

UX strengths:

  • Simple and intuitive interface
  • Use of gamification to keep users engaged
  • Clear and concise instructions

Weaknesses:

  • The app doesn't cover many subjects
  • The language lessons can be quite basic for older kids

Persona

User Persona 1: Sarah, the Engaged Student

Sarah
Student

Bio

Sarah is a 10-year-old school kid who loves exploring new topics and engaging in interactive learning experiences. She is tech-savvy and enjoys using educational apps to complement her school studies. Sarah is curious, imaginative, and aspires to become a scientist one day. She has access to a tablet at home and uses it for educational purposes regularly.

Goal

  • To have fun while learning: Sarah wants to use the to discover new subjects and enjoy interactive lessons, quizzes, and educational games.
  • Improve academic performance: Sarah aims to use the app to reinforce her understanding of various subjects and excel in school.
  • Connect with peers: Sarah wants to collaborate with her classmates on group projects, share ideas, and participate in educational discussions within the app.

Pain Points

  • Complex navigation: Sarah may get frustrated if the app's navigation is challenging to understand, hindering her from accessing the content easily.
  • Lack of engaging content: If the app lacks interactive and visually appealing content, Sarah might lose interest and find the learning experience dull.
  • Limited social features: If the app does not provide adequate opportunities for collaboration and interaction with peers, Sarah's engagement and motivation may decrease.

User Persona 2: Alex, the Supportive Parent

Alex
Parent

Bio

Alex is a 35-year-old working parent of two school-going kids, including Sarah. Alex values education and actively supports their children's learning journey. As a busy professional, Alex seeks educational apps that offer a comprehensive curriculum and foster a love for learning in a safe digital environment.

Goal

  • Monitor children's progress: Alex wants to track Sarah's academic progress and engagement within the app to understand her strengths and areas that may need improvement.
  • Ensure a safe learning environment: Alex prioritizes apps that provide appropriate content and ensure a safe online experience for their children.
  • Encourage self-directed learning: Alex hopes the app will foster independent learning in Sarah and encourage her to explore new subjects on her own.

Pain Points

  • Privacy and security concerns: Alex may be hesitant to let Sarah use the app if it raises privacy or security concerns, such as inappropriate ads or data collection.
  • Limited parental controls: If the app lacks features for parents to customise content or set time limits, Alex might worry about excessive screen time.
  • Inadequate progress tracking: If the app's progress tracking features are unclear or insufficient, Alex may struggle to understand Sarah's learning outcomes and performance.

Define

At this stage, it was time to redefine the goal and narrow down its scope based on the insights gained from user research.

Problem Statement

The challenge is to design an educational game mobile application that effectively meets the needs of children aged 6 to 12, providing them with a captivating and engaging learning experience. The problem to be addressed is how to create a user-centered design that aligns with the developmental needs of this specific age group, promotes educational growth, and ensures a seamless and enjoyable user experience, fostering a love for learning in children.

Ideate, design, test, repeat

With user insights and a re-defined problem statement in hand, it was time to come up with solutions and validate them.

App Flow

User flow ensures a seamless and enjoyable experience for young learners

This overview provides an introduction to the various stages of the user flow, highlighting the key interactions and features that contribute to an engaging and educational experience for children using the app.

Design

Wireframing the solution

I focused on the following improvements when designing the initial low-fidelity wireframes.

Game Wireframe

Game Screen - Legends

The final design

The existing form wasn’t flexible enough for the diversity of products, so I worked with vendors to improve it.

Final Design

The prototype brings the app to life

The final design is easier to navigate, provides clear guidance and instructions, and is flexible for a Child to use.

Impact

Challenges faced with the Dev Team

The myClassmate educational game app project faced challenges as the development team struggled to meet the design needs within tight client deadlines. As a consequence, the overall output of the project did not meet market expectations, potentially impacting its success and user adoption. The developed version of myClassmate app reveals various UX sections that require significant improvement to enhance the user experience, address usability issues, and align with industry standards. It is imperative to prioritize these areas for improvement to deliver a more engaging, intuitive, and impactful learning experience for children using the myClassmate app.

Game Designs

Game Screen Designs and Gameplays

Memory Game

Memory game has been designed keeping in mind the childhood games that I have played. Did a small research on current memory games that are available in the market which gave me a complete idea on how to develop this game.

View More

Multi-tasking Game

Multi-tasking was a challenging game as it involved to engaging users to interact with multiple elements within a given time. After brief research about the multiple games of this type.

View More

Tenses Game

As this game has a user segment of ages 7 - 10, the game has to have a simple design with easily recognisable gameplay. We have proposed to have immersive gameplay that has stunning visuals alongside the audio.

View More