Role

Timeline

Methods

PHASE ONE
UX Researcher,
Primary Teacher
Jan 2021 -
May 2021
user interviews, competitive analysis
moderated usability testing
PHASE TWO
UX Designer,
Product Owner
July 2022 -
Aug 2022
competitive analysis, secondary research
visual design, copywriting, branding
interaction design, prototyping
GOAL
Help busy teachers create effective learning routines for the classroom.

WHAT MAKES CRASH CARDS DIFFERENT?

Real Interactions

Crash Cards facilitates group games from your learning content. Players answer in real life, whether it’s shouting out, raising hands, writing down, or acting out, you decide.

Answers, Prompts, and Hints

Players take turns being the Coach. The coach reads the  prompt and rewards points. Players listen to the prompt, look at the hint, and answer with each other.

Designed to match varying supplies

Pass one device around a group of players. Add another to stay stationary and display hints. Every player can use their own or even play with paper.

01

FOUNDATION

Creating and running effective activities for the classroom is time-consuming and challenging!

Teachers juggle a lot

...
It takes a lot of
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energy to motivate a class full of diverse skills and emotions
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consideration to accurately assess and address evolving needs
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time to create lessons that are engaging and effective

A serious problem

“90% of members say feeling burned out is a serious problem”
02

DISCOVERY

BACKGROUND

In January 2021, the midterm science scores came back disappointgly low for the primary students at the international school that I taught at. I grew a lot as a teacher over the seven years I worked there, but my studies in UX gave me tools and inspiration to tackle this familar problem.

Objectives

Understand teachers’ experiences in building their students’ retention of learning content
Observe activities aimed to build students’ retention of learning content
Prioritize features of an ideal classroom activity
Create and test activity with students

INTERVIEWS

The school has several campuses throughout the city with hundreds of teachers. When I found opportune times. I approached colleagues about discussing their experiences. I explained my goals and scheduled meetings with eight interested teachers.
Learning gaps
All teachers acknowledged significant portions of their students were not grasping/retaining learning objectives sufficiently.
Too much content, too fast
6 out 8 mentioned the amount of learning content and disparate subjects as a challenge.
Practical solutions only
All teachers expressed some distress over the workload. An activity that takes too much time or effort to prepare will not work.
photo of someone being interviewed
“Unfortunately, I do realize some of my students have not got [the learning objective]. But we have to move on with the curriculum. I don’t have time to prepare more or go over things further. It sucks.”
- 3rd grade teacher

QUESTIONS

  • What challenges do your students face in science?
  • What materials or resources do you use in the classroom to strengthen learning content retention?
  • How do you check if students are understanding the learning objectives and vocabulary?
  • How do you address students who present a lack of understanding of the learning content?How
  • How much of the class has a significant gap in their science knowledge?
  • How do you check if students are understanding the learning objectives and vocabulary?
  • For each how question, ask the participant to reflect on the effectiveness of the method
  • What materials or support would help you perform your job better?
  • Do you have any other suggestions or ideas regarding teaching new content or reinforcing old?

COMPETITIVE ANALYSIS

I picked three suggested activities from the interviews I conducted. My colleagues allowed me to observe them run the activity with their classes. I also tested them with my classes.
Students are most engaged in game-like activities where there is a fast pace and consistent engagement. However, ensuring all participants are active and content is meaningful is challenging.

WORKSHEETS

Resource: Worksheet from the workbook, online, or self-made

Activity: Students complete alone, in pairs, or in groups. Review and discuss as a class.

Problem: Not enjoyable
The most common activity, but also the least effective. Completing them like tests and monitoring results can help teachers find who needs more help or what area needs more revision, but it is not an effective tool in for giving that help. Students who feel unengaged to the content complete it as a chore, by copying or with little care for understanding.

POWERPOINT GAMES

Resource: Interactive sites or slideshows, either self-made, shared, or found online. Students answered on miniboards.

Activity: (One example) Students are in small groups. One student is selected to sit in the hot seat. The teacher shows a question. The rest of the class write the answer on their miniboard. The student in the hot seat is given a chance to answer and get 2 points for their team. If they get it incorrect, their team can show their boards and if the rest of the team has it, they get a single point.

Problem: Not engaging (gameplay is too slow)
While the game nature of the activity did excite students, the interaction type was very limited. The class was discouraged from verbally engaging with each other so that they wouldn’t give the answer away. They could show each other their boards, but this led to some bored students waiting for their turn and copying-without-thinking. When students would fail in the hotseat, in front of the entire hyped-up class, they felt uncomfortable and seemed more reluctant to apply themselves.

STUDENT MADE FLASHCARDS

Resource: Cards (or thick paper), teacher-made examples

Activity 1: Students create their own cards. The teacher highlights success criteria for the cards (large text, key info, simple, personal touch). Students write their sentences in their notebooks first and check with the teacher or TA before writing and illustrating the cards.

Activity 2: Students review together with the cards they made. They mix freely and find another player to match with. One player starts (either) by showing one of their cards. If the other player answers correctly, then they switch roles. If either get it incorrect, then the player loses a life. After 3 losses, they should sit down and either make more cards or review the content.

Problem: Not organized (weaker students were not benefiting)
While many students really took to crafting their own cards, some students did not. They worked slowly during the crafting time, made a few messy cards, and sometimes would lose their sets. Early finishers would sometimes pair with others to use their cards, which was great, for them. But when running for the whole class, the variations in card quality and quantity between students limited the activity. The rules were complicated and the game pretty chaotic. Weaker students would often match mainly match with each other and sometimes grew distracted.

03

DEFINE

SOLUTION

Develop a card game played in small groups

The rules and structure of games, especially played in groups, can superpower engagement.

CHALLENGE

How can I simplify resource creation?

The teacher must supply the cards to ensure the content is organized and of high quality.

KEY FEATURES

Clear
Interaction should be simple and expected from every group member. Otherwise, it is easy for certain students to  be left out.
Social
There’s only one teacher, so they cannot be a necessary part of the engagement. Students are excited to work with each other.
Organized
The progression through the content must be organized so that it is covered in an effective way by all students.
04

DESIGN

THE TEMPLATE

I researched platforms used for creating custom flashcards, however they were not practical, so I created one on Figma.

Single-sided

Instead of waiting for double-sided printing, having the cards fold down the middle actually gave them more strength and durability to be used as playing cards.

Sized for easy printing and playing

Eight cards per page made the cards the perfect size for small hands to easily hold and sort through, as well as read text.

THE GAMEPLAY

Set up
  • Put the students in groups (based on their ability)
  • Give each group a set of cards
  • Divvy up the cards between group members
  • Set a time limit.

Show and tell

One student chooses a card from their hand. They show the front clearly for all of the group to see. At the same time, they read the prompt from the back.

Give a card

The prompting student chooses the player who was the first to answer correctly and gives them the card.

Emphasize the answer

When rewarding the correct student, the prompter should verify by repeating the answer clearly for the group.

Rotate and repeat

After the time limit, player with the most cards wins
04

ANALYZE

REFLECTION

When I started to work on this project, I didn’t think of it as a UX project or intend on creating a case study out of it. I was trying to solve a problem that I was connected to. UX helped me approach it more curiously, systematically, and in the end, effectively.

A Year Later

I was ready to apply everything I learned and take this project to the next level. My goal remains to create an effective classroom routine for busy teachers. Now to make it a scalable solution.

Problem: Paper is not scalable

While teachers had no issue utilizing the resource and running the activity, configuring cards with new content was too challenging.

Solution: End-to-End app design

Make this tool accessible to the world with the scalable powers of the digital medium.
END OF PHASE ONE
START OF PHASE TWO
01

DISCOVERY

SURVEY

Before digitizing the project, I wanted a large sample size to check if the pain points I discovered in my colleagues were commonly shared by other primary teachers.
scale 1-5, from not very to extremely
Survey responses chart
How important is it to run activities focused on building knowledge retention in students?
How important is it to run activities where students interact with each other without the need for teacher input?
How challenging (or time-consuming) is it to create materials for activities?
Kahoot!
Quizlet
Wordwall

COMPETITIVE ANALYSIS

These first three platforms are popular applications aimed at teachers building review content and auto-generating games from that content.

Limitations

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Every player needs a device
Warning icon
Answer by clicking
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Weaker students are discouraged
Warning icon
Group play requires teacher involvement
Heads Up
The last example isn’t aimed at teachers or learning. Users can’t create any content, but they can play socially. And users love it, giving it a near perfect rating for the paid app.
students on phones

Is this what student engagement should look like?

SECONDARY RESEARCH

The device-focused nature of the popular competitors reminded me of a common concern shared by many parents of students I taught over the years:  
Overuse of devices detracts from important social interactions.
I found research on the topic that supported that this is a common concern amongst parents.

“At school, [parents] had additional concerns about technology being used to fill time and taking away from other educational goals like information retention and developing social relationships.”

02

DEFINE

SYNTHESIS

Don’t be the gameplay

Click or tap multiple-choice play seems a natural fit for gamifying learning. Essentially take a boring quiz and add some colors, timers, sounds, and a leaderboard on a screen and now it’s a game. It can really motivate students, at least the competitive ones. The problem is that tapping is an extremely limited form of interaction. Done socially and its just a race, and weaker students tune out as others rush to answer.

Facilitate the game play

The goal is to take the success of the social play I witnessed with the paper cards and combine it with the content creation tools of popular educational review apps to give teachers help creating and running effective activities.

KEY FEATURES

TEACHERS

Create cards from learning content
Break learning down into answers and prompts
Organize cards into decks

LEARNERS

Practice alone or play together
Enter the deck code to play and review its content
Players are guided through gameplay

CLASSROOMS

Play with varying supplies
Print the deck and play with paper
Or play with 1 or multiple devices

FEEDBACK

I presented the concept to my group crit as well as my mentor. I realized that since this would be most effective for younger students, I needed to structure the design so that it is both fun and easy to understand. In explaining the gameplay, I realized challenges with using one or multiple devices.

Challenges

Warning icon
How will young players know what to do?
Warning icon
How do the two sides of the card work on one device?
Warning icon
How can players start a game together?
03

DESIGN

SOLUTIONS

check icon
Instruction Screens
Large simple text and confirmation buttons to ensure players know who is up and what to do
check icon
Hint Controls
When playing with one device, active player has a button to flip views and show either the answer or hint “sides”
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Special Codes
For using multiple devices, users can host a room and generate a unique code for others to join
Among Us - icon
Inspired by a popular game my students played

BRANDING

I wanted a super simple home page for students to only have to enter the game code and start playing. I also wanted some way to illustrate that this is meant for social playing and young learners.
I received positive feedback for the monsters I used, and after several iterations I arrived at a minimalist and inviting homepage design.
Home page - draft 1
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Home page - draft 2
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Home page - final
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Brand name, deconstructed
Color scheme - primaryColor scheme - grayscale

ITERATIONS

Sketches

For content creation, I looked to popular flashcard apps for ideas.
Sketches - inspiration
I took inspiration from Quizlet’s minimalistic card design.
Sketches - Deck page
I considered what views and actions would be desired for mobile use for teachers.
Sketches - card
Need to be able to quickly search through decks, as well as add, edit, and delete cards.

First Draft

From feedback on the sketches, I created low-fidelity mock-ups.
First draft - deck page, top panel
Added a way to expand and condense all cards listed.
First draft - collapsed cardFirst draft - card, expanded
Added an edit button on expanded card, switching it to an editable mode.
First draft - card, editing
While editing, added icons and better default text to illustrate purpose.

Crossroads

I presented difficult design decisions to peers and built a mid-fidelity mockup to test
Design decisions - Deck item layout
Voting was pretty divided over deck cards, but  discussion revealed another option: a stronger share button with text and border.
Design decisions - button color
There was a clear preference for light colored buttons.
Design decisions - button microcopy
Using action words for the button text was favored.
04

ANALYZE

USABILITY TEST

Four respondents performed a series of tasks with the prototype and shared their expectations and impressions.
How simple were the tasks to complete?
result - 4.25
How useful do you think Crash Cards could be in the classroom?
result - 5.00
“I think it's a really great idea. I bet my students would love playing with something like this.”
“I love how you created an app that can be used in the classroom even when the students don't all have computers or phones with them. The app is pretty easy to use and it seems like students of all ages would be able to figure it out!”

Settings Page

Realizing the user needed a way to edit the title, details, and configurations of the deck, I decided to repurpose the edit-text-button.
Previously, I used it as a path to edit the card content. Feedback made me realize this is better through each card.
Final design - Settings page

Preview Cards

Since the views are so different, teachers need a way to preview the gameplay view from their deck creation screens.
Teachers would want to be able to quickly select any particular card to view. I didn’t want the cards to look too busy, so I replaced the edit-icon-button with a preview-icon-button.

Drag to edit

I created a drag action on the cards to reveal the edit button. Tapping that opens the edit mode for all the cards, retaining fixed on the selected card. From here, repeating that drag behavior now reveals the delete button.

Reveal Hint

When playing with one device, the coach needs to read the prompt and reveal the hint separately. That’s not necessary when using more than one device, however, I realized it might still be desired. Now, teachers can set whether it automatically displays or the coach reveals it.

Hide answers

To help keep the answer more secure, one respondent recommended adding a way to hide/reveal the answer when playing.
Final design - Preview cards

Gameplay options

One important insight came from a teacher who asked whether it’s possible to turn off prompts or hints. My focus and excitement was on how prompts and hints could be used together. But discussing with her opened my eyes to a new possibility.
Gameplay options - Enforce
Gameplay options - Support
Gameplay options - Combine

Turn off prompts or hints

I became aware of use cases where turning off prompts or hints would be helpful.
This in turn made me realize play was not limited to shouting out answers.

Key insight

With Crash Cards organizing the content creation and gameplay, teachers can explore ways to set up their gameplay, whether learners are shouting out, raising hands, writing down, acting out, or more.
Gameplay options - Only Prompts
Gameplay options - Only Hints
05

CONCLUSION