APP CREATION
Age of Learning is an education resource for teachers and parents, using innovative technology and insightful creativity, they bring learning to life for children around the world.
PROBLEM STATEMENT
Age of Learning asks teachers and parents to volunteer in their research studies, these groups of selected participants are called the Playcrew. They currently use Calendly to have participants sign up for research time slots, but they anticipated that participants who lived in an Eastern Time Zone would be more present in their studies since they will be done teaching earlier than their counterparts in the West. Our challenge was to create a sign up process that is equitable for all teachers, regardless of their response time, while maintaining a short turn around.
SOLUTION
Our solution was to create a specific Playcrew app to streamline the sign up process. Research participants will be able to login and sign up for a time according to their timezone, slots would be allotted to each time zone but only for one day of each week, for example Eastern Time Zone slots would be available Tuesday of the first week, and Wednesday of the next, and so on. While Central Time Zone slots would be Monday of the first week, and Tuesday the next. This way no one time zone is extremely present in the study because all timezones will be divided up equally throughout the weeks, while still maintaining a quick turnaround.
DESIGN PROCESS
RESEARCH
ANALYSIS
IDEATION
DESIGN
TEST
Design Strategy
User Pain Points
User Research
Personas
Scenarios
Information Architecture
User Flow
Wireframes
Branding
Visual Design
Prototype
User Interview
Feedback
RESEARCH
USER
RESEARCH
Audience
Race: 80% Caucasian, 7-8% African American, 6-9% Hispanic
2% Asian, Pacific Islander, Native American
Education: 45-55% hold a post baccalaureate degree
Age: 24+
Gender: All
DESIGN STRATEGY
Branding
Logo: For the logo I wanted to create a playful tech look, something that is simple yet fun to look at while clearly illustrating what it leads to.
Overall Look: I wanted the overall design to look really fun and uncomplicated, so we tried to come up with a solution that would allow us to help the users in the best way possible
USER PAIN
POINTS
Calendly Pain Points
Issues: A few issues with Calendly are:
1. There is no way to join a waiting list
2. It is a first come first serve program, there is no way to save spots for other users that may come on at a later time.
Possible Pain Points:
1. May not have internet to sign up
2. Teachers may be teaching when it is time to schedule
ANALYSIS
PERSONAS
A persona is a fictional character created to represent a user type who may use our app in a similar way to the intended audience
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ABOUT ANNETTE
32 Years Old
Single
African American
Has a dog
10 years teaching
Yoga Enthusiast
7th grade english teacher
Avid Reader
ANNETTE LANERIE
7th Grade English Teacher
Emerald Coast Middle School Georgia
Annette is single and loves traveling, photography, and spending time with her dog Coco. She loves teaching her students and is always striving to give 100% to her students. Her goal is to positively impact the most at risk student populations. She is committed to improvement of her community through volunteerism and community activism.
GOALS
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To get all her students to be at their grade reading level
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To foster a love of reading
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Is interested in applying new learning techniques in the classroom
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Wants to incorporate technology to help students learn more
FRUSTRATIONS
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School budget is very low, so their opportunities for new computers are slim
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Since their technology is limited, Annette doesn't have any solid lesson plans for incorporating technology
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Can't participate in research study because of her after school clubs
SCENARIO
A scenario is a diagram that visually demonstrates the user flow through the old Calendly process, starting with initial contact and continues through the process of signing up. It includes their steps, questions we have about the design, comments we have on her experience, and ideas for how we could improve the system.
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IDEATION
USER FLOW
A user flow is a route map for the users to navigate from entry point to end point in order to complete a task in the user interface. The user flow defines all navigation steps in the user journey in order to achieve their goal.

DESIGN
WIREFRAME

VISUAL DESIGN
Colors
#6AC1D9
#D4F0F6
#F7BC59
Branding

TESTING
Click the image below for an interactive immersive experience.