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case study

show and tell learning app

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overview 

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Oxford University Press is one of the largest educational institutions in the world, and works with many schools, universities and educational boards to provide robust learning materials of all kinds across mulitple territories across the world.

my role 

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In my Senior Designer role at OUP, I worked on multiple projects and courses for primary school aged users, working across:

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  • Ideation and User Research

  • Sketching and Wireframing

  • Hi-Fidelity Design and Prototyping

  • User Testing 

design process 

 

My process for design is steeped in research and observation. I gather as much information as possible regarding the user, client, business market and competition. I then set this alongside my passion for the understanding of design and user trends, to build a context.

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My process is based on Research, Analysis, Ideation, Design, Prototyping and User Testing taking in the oxygen to feed the design process. Also, like breathing, this process should be continuous and ongoing.​

Introduction to case study​

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For the Show and Tell project, I had worked on producing print and classroom materials across a 3-year period.  However as part of my role on this project I also pushed through with an innovation project to create a learning app to accompany the larger course I had worked on.

Research​

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This project was unlike many as it had no pre-cursor of project management, scope or outcomes planned to begin with, as it was purely taken on as an innovation project.  As I created a proof of concept and a functioning prototype, it was then decided for me to take it out to the English School in Madrid to test it out in classroom tests with a number of students aged between 9-12 years old.

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The outcomes were to be determined in analysis of individuals improvement on word, number and colour recognition of English (as English was a second language), and also examine interaction metrics, time, speed, pain points and so on.

hi-fi designs

 

After building out our design system components, I created Hi-Fidelity designs in Figma. Following the user journey map, I chose six game types to prototype and build in Axure and began to map those out and create functioning games using Axure's advanced prototyping and some rudimentary javascript.

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success metrics

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Throughout the time spent and the English School in Madrid, I sat in on 4 sessions of 10 students of varying abilities in English using the prototype.  Prior to the app time, they were tested on the words, numbers and colours that were a part of the app prototype, then they were again tested on them the day after using the app.  They were also examined on their ability to use, understand and complete the game types.

100%​

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Percentage of children who understood and were able to use and complete game types

21.6%​

 

Word and Number recognition increase in testing after app use in 40 children tested

89.8%

 

Percentage of children who, when asked, would like to use the app as part of their classroom materials

© 2024 Alan Stubley

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