Educart Pro is a mobile-based application designed in 2019 to explore and create immersive educational content in the form of Augmented Reality Experiences, at school or for homework tasks. Teachers can create and access a range of immersive learning content and assign it to a class, helping students better visualize complex concepts.

Educart Pro is a mobile-based application designed in 2019 to explore and create immersive educational content in the form of Augmented Reality Experiences, at school or for homework tasks. Teachers can create and access a range of immersive learning content and assign it to a class, helping students better visualize complex concepts.

Educart Pro is a mobile-based application designed in 2019 to explore and create immersive educational content in the form of Augmented Reality Experiences, at school or for homework tasks. Teachers can create and access a range of immersive learning content and assign it to a class, helping students better visualize complex concepts.

Product of:

Appearition

Role:

UI/UX Desiger

Year:

2019

EducartPro-CoverImage
EducartPro-CoverImage

Understanding the Problem

Interactive learning allows a user to participate in the learning environment. However, due to the enhancement of the learning environment, the conventional way of learning did not satisfy the students, and the learning activity started to experience boredom. It is because the interaction between the learning tools and students is limited to static stuff such as text. It seems hard for students to visualize, and they will easily fail to focus.

I wanted to validate these problems with peers, so we took the initiative to run focus group sessions with 7 random school students and teachers.My colleagues conducted the focus group in Melbourne.


After listening to the students and teachers, we identified their main frustrations:

  • Students tend to lose focus easily if the content is not interesting enough

  • Not all students grasp the concept easily through conventional learning methods

  • Teachers find it very tedious to create interactive content for the students



Based on the findings and an internal discussion among the business stakeholders, we set the product vision

Interactive learning allows a user to participate in the learning environment. However, due to the enhancement of the learning environment, the conventional way of learning did not satisfy the students, and the learning activity started to experience boredom. It is because the interaction between the learning tools and students is limited to static stuff such as text. It seems hard for students to visualize, and they will easily fail to focus.

I wanted to validate these problems with peers, so we took the initiative to run focus group sessions with 7 random school students and teachers.My colleagues conducted the focus group in Melbourne.


After listening to the students and teachers, we identified their main frustrations:

  • Students tend to lose focus easily if the content is not interesting enough

  • Not all students grasp the concept easily through conventional learning methods

  • Teachers find it very tedious to create interactive content for the students



Based on the findings and an internal discussion among the business stakeholders, we set the product vision

Interactive learning allows a user to participate in the learning environment. However, due to the enhancement of the learning environment, the conventional way of learning did not satisfy the students, and the learning activity started to experience boredom. It is because the interaction between the learning tools and students is limited to static stuff such as text. It seems hard for students to visualize, and they will easily fail to focus.

I wanted to validate these problems with peers, so we took the initiative to run focus group sessions with 7 random school students and teachers.My colleagues conducted the focus group in Melbourne.


After listening to the students and teachers, we identified their main frustrations:

  • Students tend to lose focus easily if the content is not interesting enough

  • Not all students grasp the concept easily through conventional learning methods

  • Teachers find it very tedious to create interactive content for the students



Based on the findings and an internal discussion among the business stakeholders, we set the product vision

Interactive learning allows a user to participate in the learning environment. However, due to the enhancement of the learning environment, the conventional way of learning did not satisfy the students, and the learning activity started to experience boredom. It is because the interaction between the learning tools and students is limited to static stuff such as text. It seems hard for students to visualize, and they will easily fail to focus.

I wanted to validate these problems with peers, so we took the initiative to run focus group sessions with 7 random school students and teachers.My colleagues conducted the focus group in Melbourne.


After listening to the students and teachers, we identified their main frustrations:

  • Students tend to lose focus easily if the content is not interesting enough

  • Not all students grasp the concept easily through conventional learning methods

  • Teachers find it very tedious to create interactive content for the students



Based on the findings and an internal discussion among the business stakeholders, we set the product vision

The Product Vision

As a product, we wanted to position ourselves as the leading augmented reality-based educational content viewer and content management platform with two key focus areas:


  • Rich AR Content library : We wanted to provide a pre-built library of AR content in line with the school syllabus for the teachers to easily add it to their respective classes.

  • Easy Content Creation : We want to provide individuals with the ability to create content with ease.

As a product, we wanted to position ourselves as the leading augmented reality-based educational content viewer and content management platform with two key focus areas:


  • Rich AR Content library : We wanted to provide a pre-built library of AR content in line with the school syllabus for the teachers to easily add it to their respective classes.

  • Easy Content Creation : We want to provide individuals with the ability to create content with ease.

As a product, we wanted to position ourselves as the leading augmented reality-based educational content viewer and content management platform with two key focus areas:


  • Rich AR Content library : We wanted to provide a pre-built library of AR content in line with the school syllabus for the teachers to easily add it to their respective classes.

  • Easy Content Creation : We want to provide individuals with the ability to create content with ease.

As a product, we wanted to position ourselves as the leading augmented reality-based educational content viewer and content management platform with two key focus areas:


  • Rich AR Content library : We wanted to provide a pre-built library of AR content in line with the school syllabus for the teachers to easily add it to their respective classes.

  • Easy Content Creation : We want to provide individuals with the ability to create content with ease.

EducartPro-CoverImage
EducartPro-CoverImage
EducartPro-CoverImage
EducartPro-CoverImage

Wireframe > Prototype > Test > Iterate

User testing was an iterative process that was conducted at every milestone of the project to identify the biggest pain points in the current version. Once feedback was gathered and addressed, we would revisit the wirframes and prototypes and test again.

EducartPro-CoverImage
EducartPro-CoverImage

AR Mode & Content

There are two types of AR experiences you create

  • Marker Mode - The experience is triggered by an image

  • Markerless Mode - The experience can be viewed on any surface


The Users (Admin) were given prior access to a prebuilt dashboard where they can add prebuilt AR experiences from the content library The AR content in the library was conceptualised and created in line with the school syllabus by myself and a developer.

Working with the Development team

I worked closely with a team of 2 programmers to develop the designs. I worked on implementing responsive UI using Unity3D and created a UI system inside Unity3D which made iterative work faster and easier, where you can build a new screen using Unity3D by dragging and dropping elements

Results and Key Takeaways

The product was well-received among the teachers and students Working on a product design individually for the first time was an extremely steep learning curve. It was an eye-opening experience that taught me a lot about working lean and knowing when and where to focus your energy and efforts.

Some key takeaways from this project are:

Focus on building an MVP first.
There is only so much time and effort that you can invest (especially when you're working full time!) so it's important to focus on the features that can deliver the highest value for your users.

Don't worry too much about the detail.
Earlier in my journey, I made the mistake of worrying about the look of the UI. Taking a step back and reassessing the user flows helped me to reprioritise the UX.

Focus on the problem
At the end of the day, it is your user's pains that you will be solving for so keeping that front of mind is important as it's easy to lose sight of this when you're bogged down in the day to day.