Designing a better way for school students to learn than textbooks
Solo Project, Conceptual case study
User Research, UX design, UI+Interaction design
Oct 2020(10 days)
How might we design a better way to access knowledge in school textbooks in a much easy, enjoyable, and accessible way for an ordinary secondary and higher secondary school student so that they can learn in a much more effective way?
The textbooks for school students is designed as a the sole source of information and learning tends to be low level or fact-based. Along with that, reading level of the textbook is too difficult. This makes it an inefficient instrument for learning
A better and more efficient way of learning, that engages students and requires an active participation, which would stimulate their minds. In additon, the solution must be accessible to particularly cater to a large population who don't have access to other digital/interactive learning tools
The problem with textbooks
Student's experiences with textbooks are neither pleasant nor particularly memorable. Textbooks containes lots of information—and it is expected that students would be able to remember at least some of this information for tests and quizzes. But for some, the textbook experience was far worse than simply prosaic; textbooks are nightmares of information that never stop coming. Trying to differentiate the important information from the not so-important information, attempting to make sense of tables and diagrams that were sandwiched into text, keeping track of all the new vocabulary words, doing the best to thwart boredom and lagging attention spans—these are the associations many of our students have.
Text structure and lack of any visual organizer
. New and disconnected vocabulary and concepts
Concepts feeded without a conceptual model
Lack of mental stimulation
Non-engaging structure of content
When students learn best?
Learn by doing
Discussing with others
Learn by stories
Interactive Content, Exercises, Projects,
Video content, Animated illustrations, Pictures & Info graphics
Discussions, Live classes, Mentoring, Competition/Progress
Gamification, Story-like structured content/lessons, Chunking to tiny bits
Defining the solution elements
Wireframing the experience
The student dashboard is the first screen user comes across on opening the application. It constitutes of all the subjects user is enrolled into and the ongoing lessons, to pick up from where they left
The text lessons is very similar to textbooks as it contains text about a particular topic, but it contains more accompanying visuals, and the content is chunked into tiny parts to get easy grasp and stripped down to minimum
The subject dashboard contains all the info about a particular enrolled subject, i.e.- all the lessons, tests, quizzes and the ongoing lessons in that subject
This section allows the users to attend live lectures by faculties teaching from anywhere
The videos page contains the video lessons of the particular topic, accompanied by the transcript
© Aditya Mukherjee 2021
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