Designing a better way for school students to learn than textbooks

QRIOUSITY

Project type

Solo Project, Conceptual case study

My Responsibilities

User Research, UX design, UI+Interaction design

Timeline

Oct 2020(10 days)

Project Overview

The Challenge

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 Problem

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

The Goal

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

CONTEXT

assorted books on wooden table
focus dictionary index page
brown brain
man sitting on surface

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

Information overload

. 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?

Proposed Solution

Learn by doing

Understand visually

Discussing with others

Learn by stories

Research

person holding black and white audio mixer
person holding white ipad on white table
lego minifig on brown wooden table
yellow and white color illustration
yellow and white color illustration
yellow and white color illustration
yellow and white color illustration

Visual

Experiential

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

Community

Structure

Feature set

Defining the solution elements

Wireframing the experience

User Interface

Student dashboard

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

Text lessons

Subject dashboard

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

Live classes

Videos

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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