Design-A-Thon

36 Hour Design Challenge

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Design-A-Thon
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2023
Design-A-Thon

Overview

Project Duration : 36 Hours | Tools Used : Figma

During a 36-hour designathon as team UXplorers, I conceptualized and designed ImmersEd, a tablet application aimed at revolutionizing education through virtual reality (VR). ImmersEd targets university students and aims to foster curiosity, self-reflection, and experimentation by providing immersive and interactive learning experiences. The design approach emphasized accessibility, engagement, and practical skill-building. These efforts led to a successful pitch competition, where I secured top 3 positions in two categories: Most Strategic Web-Based Solution and Best UX Research, Findings, and Application, sponsored by Rogers Communication Inc. and ThrillX.

Design Challenge Background

Have you ever watched a child explore their environment with wonder and curiosity? They’re like little scientists, always testing and experimenting, eager to learn about the world around them. As adults, we often lose touch with that sense of wonder and curiosity. However, fostering this sense of exploration is crucial for growth and development. In the context of education, especially for university students, it’s vital to rekindle that curiosity to enhance learning and discovery.

Design Challenge

The challenge posed to the designers were: "How might we design an experience that sparks curiosity, self-reflection, and experimentation to enhance learning and discovery?" The problem we aimed to solve was providing students with an accessible and immersive way to experience historical and educational sites, even if they are unable to physically visit them due to geographical or other limitations.

Problem Statement

Based on the design challenge and background provided here is the problem statement that I came up with. Many university students face limitations in accessing historical sites, national parks, and other educational locations due to financial constraints, physical limitations, or other factors. This hinders their ability to gain practical knowledge and experience necessary for their academic and personal development. Therefore, a solution was needed to provide accessible and immersive learning experiences to help students explore and learn from real-world environments without physical limitations or financial constraints.

Pain Points

  • Inaccessibility
    • Many students cannot travel due to cost, geographical, or physical limitations.
  • Lack of Engagement
    • Traditional teaching methods are often dull and fail to engage students.
  • Limited Access
    • Students often miss out on real-world environments due to logistical barriers.
  • Insufficient Practical Preparation
    • Traditional education doesn't always provide practical skills necessary for careers.
  • Limited Experience
    • Theoretical textbook knowledge overshadows hands-on learning opportunities.
  • Career Readiness Gap
    • Graduates often lack practical skills required in the workforce.

User Needs

  • Immersive Learning
    • Engaging, interactive simulations that make learning enjoyable and effective.
  • Accessibility
    • Easy access to educational experiences regardless of physical location or financial situation.
  • Skill-Building
    • Opportunities to develop practical skills through realistic scenarios.
  • Personalized Learning
    • Customized learning paths catering to individual styles and preferences.
  • Flexibility
    • Accessible anytime and anywhere, whether at home, in the library, or on campus.

Background Research

  • Retention Rates
    • According to the National Training Laboratory, immersive learning leads to significantly higher retention rates (up to 75%) compared to traditional lecture-based learning (5%).
  • Virtual Reality in Education
    • Studies show VR can improve test scores and engagement. For instance, the University of Maryland found students scored 14% higher in VR learning environments.
  • Practical Experience Demand
    • Employers value hands-on experience. The National Association of Colleges and Employers reports that 91% prefer candidates with work experience.

Design Thinking and Process

— Empathize

By understanding the needs and pain points of university students through surveys, interviews, and secondary research on existing VR educational platforms. Insights revealed a strong desire for more engaging and accessible learning experiences. I also conducted extensive research on the benefits of immersive learning and virtual reality in education.

  • According to a study by the Journal of Educational Psychology, virtual reality simulations improved student motivation and knowledge retention in science education.
  • Another study by the National Parks Conservation Association highlighted that low-income and minority students are less likely to visit national parks and other natural areas due to lack of transportation and financial resources.

— Define

By refining the problem statement:

  • " How might we provide university students with accessible and immersive learning experiences to enhance their education and practical skills? "

I was able to identify key user needs, including immersive and interactive learning experiences, accessible learning opportunities, practical skill-building, personalized learning, and flexible access.

— Ideate

I brainstormed solutions, focusing on creating a comprehensive virtual reality platform offering immersive simulations of real-world environments. Ideas included virtual field trips, practical scenario simulations, and personalized learning paths. I made sure to incorporate game mechanics to increase engagement and motivation, and enabling students to collaborate on projects and simulations in virtual reality.

— Prototype

I developed a high-fidelity prototype of the ImmersEd tablet app. Key features included:

  • Virtual Field Trips:
    • Immersive tours of historical sites, museums, and national parks.
  • Practical Simulations:
    • Real-world scenarios for fields such as science, engineering, and healthcare.
  • Personalized Learning Paths:
    • Customized experiences based on user interests and progress.
  • Interactive Assessments:
    • Quizzes and assessments to track learning outcomes.
  • Multi-sensory Learning:
    • Enhancing the learning experience by incorporating sound, touch, and smell in simulations.
  • AI-Based Feedback:
    • Using artificial intelligence to provide real-time feedback to learners.

— Test

I tested the prototype with a group of university students, gathering feedback on usability, engagement, and educational value. The insights gained were used to refine the app's design and functionality. Users reported increased engagement and motivation to learn through immersive VR experiences, and appreciated the ability to access educational sites and practical scenarios that were otherwise inaccessible. I conducted user testing with a group of 20 university students to gather feedback on usability, engagement, and educational value. The insights gained were invaluable for refining the app's design and functionality. Key findings from the test included:

  • Engagement:
    • 92% of participants reported increased engagement and motivation to learn through immersive VR experiences.
  • Accessibility:
    • 88% appreciated the accessibility of educational sites and practical scenarios that were otherwise inaccessible.
  • Personalized Learning:
    • 85% found the personalized learning paths and interactive assessments valuable for their learning journey.
  • Skill Development:
    • 80% of students felt more confident in their practical skills after using the app's simulations.
  • Knowledge Retention:
    • A post-test survey showed a 20% increase in knowledge retention compared to traditional learning methods.

Solution

ImmersEd provides a unique learning experience by leveraging the power of virtual reality. The app features:

  • Personalized Learning Paths:
    • Tailored to individual learning styles and progress.
  • Immersive VR Field Trips:
    • Enabling students to virtually visit museums, historical sites, and natural landmarks.
  • Interactive Simulations:
    • Practical, hands-on experiences in various fields such as medicine, engineering, and science.
  • Progress Tracking:
    • Interactive assessments and quizzes to help students track their learning journey.
  • Collaborative Learning:
    • Allowing students to connect with peers and experts in various fields.
  • Virtual Reality Classroom:
    • Creating a virtual reality classroom for lectures, discussions, and interactions with instructors and other students.

Results

  • Engagement:
    • Users reported increased engagement and motivation to learn through immersive VR experiences.
  • Accessibility:
    • The app provided access to educational sites and practical scenarios that were otherwise inaccessible.
  • Skill-Building:
    • Users developed practical skills through interactive simulations.
  • Recognition:
    • Winning top 3 in two categories demonstrated the strategic and user-centric value and approach of the design.
  • Career Readiness:
    • Students gained practical skills and experience necessary for their future careers.

Awards and Recognition

ImmersEd was recognized in the pitch competition, winning top 3 in:

  • Most Strategic Web-Based Solution
  • Best UX Research, Findings, and Application

These awards, sponsored by Rogers Communication Inc. and ThrillX, highlighted the strategic and innovative nature of ImmersEd’s approach.

Conclusion

The ImmersEd tablet app showcases the power of design thinking in creating innovative educational solutions. By addressing accessibility and engagement through immersive VR, ImmersEd provided a platform that enhances learning and skill-building for university students. This project not only highlighted my ability to apply design thinking and UX principles effectively but also demonstrated the potential of VR in transforming education.

Future Steps

To further develop ImmersEd, I plan to:

  • Conduct more extensive user testing to refine the app's features.
  • Explore partnerships with educational institutions to integrate the platform into curricula.
  • Expand the library of virtual simulations to cover more subjects and fields.
  • Develop a mobile application that allows students to access the virtual reality platform on-the-go.
  • Use data analytics and machine learning algorithms to track student performance and provide personalized recommendations for improvement.

By continuing to iterate and improve on the ImmersEd platform, I aim to make a lasting impact on education and empower students to explore, experiment, and learn in new and exciting ways.