– Conducted comprehensive user research: interviewed six target audiences and did a field study in school.
– Cooperated with engineers and enterprises to make a working prototype to test usability.
Category – Interactive Design
Type – Academic / Group of two
Partner-
台灣設計研究院 Taiwan Design Research Institute
智晶光電股份有限公司 WiseChip Semiconductor Inc.
台灣博迪股份有限公司 Won House
桃園仁和國小Ren He Elementary School | 邱奕明 老師 Teacher Mike
Engineer|黃聖譚、黃鈺善 同學
Year – 2022
Class Corner is a distance learning device that can provide primary school students with a better interaction and experience during distance courses.
With this product, Students can interact with their teacher intuitively through a few gestures as if they were in the classroom and the teacher can give them instant feedback such as adding points and warning to make them pay more attention during the class. This design is a set of better remote learning tools for children as distance learning becomes a need rather than an option.
Design Thinking Process
Discover
Market Research
User Research
Interview
Define
Problem Define
User Flow
Development
Wireframe
Design Sketch
UI Design
Product Design
Prototype
Iteration
Working Prototype
User Testing
Deliver
Brand Design
Video Making
Design Background
E-learning has grown in significance as an educational tool just like technology has developed and progressed over the years.
Interestingly, there have been more efforts at advancing technology than in attempting to understand the needs and learning styles of individual learners and instructional design. Pupils who need to focus and interact in the class have faced the problems of poor learning effectiveness. It also lacks the sense of ritual and interaction with classmates and teachers in remote classes.
Interview
We interviewed six stakeholders from primary school teachers, students, and parents to the profession of distance learning aid. Trying to understand the challenge they have encountered during distance courses.
What did teachers think?
88% of teachers are willing to change their original teaching method.
61% of teachers think it is hard to measure learning effectiveness.
47% of teachers think e-learning devices should be well-prepared.
What did students think?
“I cannot interact with my friends and teachers during distance courses and am often distracted by something at home.”
Problem Define
How might we boost the Interactivity of Online Learning?
We applied these ideas into online courses’ activities and analyse the pains and gains of teachers and students during the class.
User Flow
In the class, teachers can interact with students simply through their computers. They can remind students to join the class by ringing their interactive cube as if the school bell ring in the school. Whenever students have questions, they can shake their interactive cube, and the teacher would notice. The smart projector also makes it easier for students to take a shot at their homework and hand it in.
SMART PROJECTOR
The smart projector can be a standalone touchscreen computer used independently to perform tasks and operations.
Through the eye-protecting projection interface, students can pay more attention to the course, take screenshotting, share screens, and help teachers control the effectiveness of students’ learning instantly.
Interactive Cube
The interactive cube enhances the interactivity of remote teaching through answering and asking functions.
It can also give students instant feedback through adding points, evaluations, and private calls, which will enable students to put more attention to the courses.
Distance Learning Software
The software can be a plug-in that supports various online learning websites, making online learning more fun and efficient for teachers and students.
Moreover, teachers can supervise students’ learning effectiveness easily after the class.