PROJECT IMAGINE
Creating an immersive digital experience for High School Social Studies students and Teachers.
Process Overview
Social Studies Teachers need a Product that fits the C3 Framework. How do we engage students with 1st person sources of history while fitting the new state framework? As a UX designer, I researched and discovered 6 different digital templates for high school history teachers to engage students through perspective and empathy.

DATES
August 2017 to July 2018
TOOLS
Axure, Sketch, HTML/CSS/JS
ROLE
UX Designer
TEAM
Market Researcher, Development Vendor, Editors, Visual Designer
Empathize
Picking up market research

I started off by looking previous research that showed social studies teachers are creating their own coursework to fit state standards. The requirement is that we need to fit this new standard and capitalize on the first-to-market advantage

Focus groups

Now that we knew there was quantitatively a need for a new product that would fit state standards, we wanted to know more about the specific problems they were facing with products today. We held a few focus groups to get some more insight
What we did:
  • 8 Focus groups
  • 56 Social studies educators
  • 2 Prototypes presented
  • Remote, moderated, web cam
What we learned:
  • Teachers want to mix lecture and active learning
  • Students are coming in unprepared
  • Primary sources are cruical to History
  • Teachers vary in how the feel about content difficulty
Define
User Journey

Based off of the insights from the focus group and the new C3 standard, the team and I came up with a “Learning Journey” for the student (persona Adam) who could meet the learning objectives.

Competitive Analysis

There are a ton of products that inspired us. To get a better idea of our scope, we looked at the learning potential and engagement factor of other products. Information Architecture

We created a site map to map out the user flow. A requirement was that we had to use our native Learning Management System. This effort was to help match the instructional model with the design pattern we wanted to achieve.
Prototype
Paper Prototype

The team and I created a few sketches of how we thought the designs might work. We ideated and created 6 different prototypes

Axure Wireframes

The team and I created a few sketches of how we thought the designs might work. We ideated and created 6 different prototypes

Validate
User Testing

To validate our designs, we conducted a navigation based usability test, along with debrief interview questions.
What we did:
  • 5 Social Studies Teachers and 7 high school students
  • 4 Navigation based usability tasks
  • 4 Interview questions
  • In-person moderated study
What we learned:
  • Teachers loved the idea of using primary sources
  • Teachers were not a huge fan of the visual design (they wanted photographs and “high school” level illustrations)
  • Teachers wanted more different kinds of activities. They feel that writing is necessary for a lot of cases, but sometimes they want to have more creative solutions.
  • Teachers feel as if the short answer questions are too open ended.
  • Students and teachers were unable to navigate back to an introduction video (hidden in a menu)
  • Students felt the material was at an appropriate level
Show statistics
Field Study

How will this product perform in the real world. Do social studies students and teachers use Project Imagine in a way that meets their needs? We conducted a field and daily journal study to see how users would use this product in the classroom. I lead the creation of the exit survey for students, and guided the general research goals.
What we did:
  • 3 Participating teachers (5 classes)
  • 90 Exit surveys
  • 359 completed daily journal entries
  • 5 Days of study
  • Asked list of general pros and cons for each day
What we learned:
  • Students felt the readings were too long
  • Students needed more guidance and instruction
  • Students liked being able to see how different people lived
  • Students enjoyed the videos, and wanted more
  • Students like the hands-on activities but thought they were too easy
  • Students had a hard time finding connections between what they did and the real world
Show statistics
Implement
Key Insights

From the user test and the field study, we came up with some solutions to relieve the pain points our users were facing. There were many minor usability issues, but below are some of the key problems and solutions.

Final Visuals

Below are some of the final visuals of the project. I worked closely with the visual designer to make sure we meet accessibility requirements and that the research was incorporated into the final designs.
Next steps & reflection
Post release of the product, we will capture quantitative analysis. Most of the preliminary research was qualitative in nature, and while it answers the “why” factor, it does not answer the “how.”

Additionally, there were many limitations of the platform that are currently being updated to better support different products. Since the teams work in parallel, we needed to release the product before some platform features could support what we needed. In future iterations we would like to take advantage of these updates to the platform to better fit our needs.
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