"Learning through play can dynamically bridge the gap inequalities have created in education"
Overview
Quinde is an application that focuses on creating a positive learning experience by providing opportunities for children to learn creatively and immersively. By providing resources and activities, parents and guardians can facilitate a child’s learning. Together, they can engage in fun, hands-on activities that offer an accessible and enjoyable educational journey.
Summary of Responsibilities
- Design App
- Prototype
- Big Hero Image
- Proposal Boards
Tools Used
- Figma
- Miro
- Google Docs
Duration Fall 2021
September - December
THE PROBLEM
“How can we support a number of families, and communities to play and learn creatively at home?”
After being presented with the problem brief, the disparities between students' education were perplexing. A key issue was the absence of internet access in rural Ecuador, an increasingly challenging issue for undertaking a digital project. Getting students to school facilities which are at great distances, is another barrier.
INFORMATION GIVEN
-
As we widespreadingly adopt remote learning over the past two years, pre-exisitng learning inequalities have intensified. This is particularly potent for low income families and rural communites.
-
Studies have shown that learning gamification and play have closed students' achievement gaps and lessened learning inequalities. However parents are no longer playing with thier children.
Research and Findings
Initial Findings
20%
of students have computers for their personal use.
37%
of the country’s households have internet access.
6 out of 10
students believe they’re learning less during the pandemic
46%
of people had access to a phone in 2019.
Parental Involvement helps children become more motivated, engaged and overall they have more fun while learning
Interviews
To better understand our users and their needs we needed to conduct interviews. We interviewed teachers and parents to gather more information to aid children. We concluded, that parents's involvment is indispensable.
Goals
Motivation
Keeping children interested through achievable goals, fun tasks and easy to understand material.
Contextualisation
We needed to create something that would transfer well into the real world. This was something that supplemented their school education using real world scenorios
Rich Media Mix
Learning through play, hands on learning as well media forms outside of the digital space were key to making this work
User Needs and Desires
USER NEEDS & DESIRES
01
Families in Ecuador need an alternative avenue of learning, secondary to school environments. A school setting can evoke stress and they often lack sufficient funding due to corrupt governments and other social and economic factors.
02
Our solution needed to be accessible without constant internet access.
03
Parental involvement is key to learning. Studies have shown kids whose parents are active in their child's learning are in a better position to achieve learning goals.
04
Children require stimulation. We need to create activities that were not only offline but also distance children from screen time. This has many benefits that can benefit a child's development.
Ideation
"We wanted to inspire play, now we have to figure out how"
We need a way to gamify learning
2 PERSON APPROACH TO LEARNING
PARENT
CHILD
Idea Proposal
After brainstorming an idea, we drafted a proposal. This is a video outlining the details.
PERSONA AND USER JOURNEY MAP
After our idea was approved, we created a user journey map and personas. We established two separate personas and user journey maps to differentiate a child's profile and a parent and guardian's profile. While the app is geared to parents, the child's experience needed to be just as engaging.
PARENT
CHILD
Design
After our designs were approved, it was time to create some visuals to understand how our app would look and feel. We wanted to also associate a theme.
Wireframes
Once our wireframes were ready once we had a feel for our appliaction and beong able to haver a user flow, as well the features we needed. We moved into the design after a couple of iterations
Early Designs and Inspiration
Our design took a lot of time to configure. We went back and forth, but we decided for flat characters with a mix of geometric shapes and lines
These are some quick sketches that we came up with help us feel out how our app would look like, we tossed most of these designs but it helped us get closer to what we wanted to create.
There were two major components for these visuals: Big Hero Image where we would use one image to illustrate our app and a Big Idea summary which would highlight our thought process and execution.
Branding Guide
Proposal Boards
After creating our big hero image and branding guide we had to figure out the proposal boards. These boards highlighted what the project was about into sections.
PROTOTYPES
We finally had all we needed to make prototypes, below is a video demonstration