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Edu Gametion

Case Study

Long Story Short

6 min read

Challenge

'Edugametion' need an investor ready concept demo refining and showcasing their 2-part business model idea; pairing a free- download AR game with paid-for playing cards, to engage dyslexic students aged 7-11 for leisurely learning.

Process

Business framing the idea through competitor analysis and a value proposition canvas, led to storyboarding user- centred design concepts for an interactive, historically themed, puzzle quiz, which adhered to the Dyslexic Association Accessible Design Guidelines and allowed users to customise their profile with their accessibility requirements.

 â€‹

Experimenting in development with Adobe Aero, allowed A/B testing to refine the balance between helpful

on-screen prompts and potential distractions.

Result

User/business aligned solution

By business framing via market and user research with a value proposition canvas to find a fit.

Innovative AR product demo

By integrating scannable, themed playing cards with AR figures and quizzes, in line with the company's 2 -part business model, ready for investor pitches.

An innovative and inclusive tool

By adhering to the Dyslexic Association Design Guidelines, offering narration and varied colour text overlays.

Responsibility

End to end cycle, from research to concept and delivery.

UX / Product Designer

3D Modeler

Logistics

Client

Adobe XD

A

3 Weeks

Adobe Aero

A

Solo

Trello

Tags

Concept Generation

Storyboarding

Strategic Thinking

Value Proposition

Accessibility

AR

Full Case Study 

Goals

1

Research

Business frame the idea and understand dyslexic learning aids.

​2

Ideate

Create a concept to combine a free app, with paid-for playing cards

3​

Develop

Refine and develop and AR demo

Business Framing

To align business and user goals, I needed to understand opportunities in current market landscape, empathise with dyslexic users and identify a fit between the 2 through a value and proposition canvas. 

What are competitors offering?

Doodle

Personalised programmes for Maths and English.

4 -14

device.png
salary.png

Civilisations AR

Virtually explore historical artefacts from UK museums.

16+

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GoLexic

Personalised to help dyslexic users practise core skills.

6-16

device.png
salary.png

AR Elements 

Narration

Rewards

Sound effects

Parental tracking

In game purchases

Subjects outside of Maths, Reading or Spelling?

Dyslexic friendly

Screenshots

Screenshot_20220320-192352_DoodleMaths.jpg
Screenshot_20220320-192526_DoodleMaths.jpg
Screenshot_20220320-173555_Civilisations AR (1).jpg
Screenshot_20220320-172848_Civilisations AR.jpg
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IMG-20220406-WA0003.jpg

Intuitive

Likes

Dislikes

  • Only available in landscape, better experience during play.

  • Has the static feel of a flat animated PowerPoint slide with a lack of game excitement.

Yes.  It leads you to where you need to go and what to do.

No.  Resorted to trail and error as couldn't remember unclear instructions.

  • Limited to 4 exercises a day, to maintain motivation.

  • Temperamental audio.

  • Assets are too small when clicking and dragging, your thumb covers it entirely. 

No.  I kept missing instructions which were on a time limit due to AR distraction.

  • Vibration when AR appears, generates excitement.

  • Main body of text isn't included in narration feature.

  • Unclear instructions.

Findings:

  • Gap in the market for an AR educational game inline with school curriculum, outside of Reading, Spelling and Maths.

  • Best experience is in landscape with vibrations and sounds, while earning rewards from the start.

  • Fun to interact with the AR element itself.

Identifying dyslexic design requirements

Whilst each case of dyslexia is different, I preformed secondary research by reviewing The British Dyslexic Association's Style Guide, which advises ways to design layouts and texts to assist dyslexics. The key items are below.

Font
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Arial, Comic Sans, Verdana, Tahoma, Century Gothic, Trebuchet, Calibri, Open Sans

icons8-bold-48.png
icons8-italic-24.png
icons8-underline-24.png

Bold only

icons8-font-size-30.png

12+

Colour
icons8-font-64.png

Text coloured overlays can focus letters 

icons8-fill-color-60.png
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icons8-fill-color-60 (1).png
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icons8-fill-color-60 (5).png
icons8-align-left-60.png

Left

aligned

icons8-space-after-paragraph-48.png

Large spacing

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X1.5

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+35%

Layout
Language

Short, clear sentences.

 

Short paragraphs with a

direct style.

Images to support text.

 

Text narration.​​

Understanding the users and finding a product fit

Continuing with secondary research in parent forums and blogs, and talking first-hand to kids between the target age of 7-11, I was able to undertake a context of use analysis and feed that into personas and value proposition canvas to gain a deeper understanding of their pains, requirements and environment.  

​

Primary Persona - The User

User Research (12).jpg
Leona Value Proposition Canvasjpg

Secondary Persona - The Buyer

User Research (11).jpg
Leona Value Proposition Canvas.jpg

Storyboarding a concept

Taking a human-centred design approach, I identified the context in which the game would first be introduced to Lily.

EdugametionStoryboard_edited.jpg

Refining the concept

Planning the Information Architecture

As the client requested the app should cater for a growing range of subjects, I looked into the KS2 curriculum and identified there are various topics within subjects, that also need to be included.

 

Breaking down how this content would be structured, I created a cut back site map focusing on 'History'. 

​

Key takes:

  • Once the account is set up, subsequent logins take you to different landing page, streamlining the experience.

  • Text colour overlays are determined when creating a profile.

  • Parents are able to be notified on progress per profile.

Site map Edugametion .jpg

Wireframing the flow

With the structure planned, I needed to storyboard a game concept that integrates physical playing cards with a digital game. The chosen concept presented each subject as its own mission, 'History' would be 'Save the Timeline'.

 Challenge 

Figuring out the best way to penalise a player for a wrong answer was tricky. Empathising with Lily, the typical deduction of points/XP would discourage her when she already lacks a sense of achievement. The best approach was to pair a 'time freeze' where Lily must wait before attempting the question again, with only earning the reward when the correct answer was chosen on the first attempt.

002_edited.jpg

Choose profile

All pre-sets of text colour overlays etc are saved to each profile and editable in account section. 

002_edited.jpg

Choose subject

Navigate to multiple subjects.

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Video intro

Skippable adventure backstory.

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Homepage: Fix the timeline

Choose and track progress by how complete the puzzles are.

1

2

3

4

Start with the UX design, planning out the flow of the information and stages which the user will experience  

Testing development

Low fidelity prototyping

Following the game concept, sketch designs were iterated for best UI positioning. As Lily will be using a touchscreen, I re-positioned the Hud elements, inline with the heat map, to show the most important buttons in the easy to reach areas of the screen and information/secondary buttons in the hardest areas.

Screenshot 2022-03-19 173116.jpg
Edugametion No 1_edited.jpg
Edugametion No 1_edited.jpg

Sound

Help

Quit

Elements are floating without backdrop so user can see as much of camera screen as possible.

'Hard' level is on the right, as most users will be right-handed this is the easiest button for them to press an encourage to be challenged.

Mid fidelity prototyping

 Challenge 

Whilst creating a mid fidelity prototype, the client requested a new font to be used following a news article, presenting 'Open Dyslexic' as a dyslexic friendly font.

​

Although I believed we should stick with the official guidance of the British Dyslexic Association Style Guide, the client felt this was the best direction for the product and so we proceeded with it.

Screenshot 2022-06-15 at 21.11.12.png

Prototyping the AR element with Adobe Aero highlighted needed iterations which weren't identified in 2D designs: 

​

  • Numbers got lost and required a coloured background.

  • A surface scanning page required before actualisation.

  • Figure is overcrowded with 5 numbers, reducing this to 4 brings focus back to AR element.

3D Testing

A/B Testing

 Challenge 

Hypothesising that users will get distracted by an image of the AR figure displayed on the information and quiz cards, an A/B test with 6 children in the target group was carried out on Zoom.

​​​

Findings suggested we keep the image, as Test-A users:​

  • Showed higher engagement in performing the task

  • Liked a visual reminder of the text subject

  • Didn't look away from the screen, in contrast to 100% of Test-B users who lost interest.

Test - A

Test - B

Screenshot 2022-10-30 at 17.37.41.png
Screenshot 2022-10-30 at 17.37.14.png

High Fidelity onboarding prototype 

Scenario: Lily and her mother are setting up her profile and selecting blue as the prefered text overlay colour.

Turn sound on for audio interaction.

Branding

With the goal of bringing education to life through AR games, the logo for ‘Edu Gametion’ needed to convey a digital game element with a nod to academia for KS2 students. 

 

Once finalised, a mock-up was created of Edu Gametion’s ‘Save the Timeline’ History adventure QR scanning cards, which would house a selection of cards representing different periods in History, then when a card is scanned a famous figure would appear alongside information and interactive quizzes.

​

Explore Edu Gametion's logo evolution by clicking through the deck below.

​

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Result

A demo showcasing a streamlined learning aid for dyslexic students in KS2, integrating AR with both a digital and physical product.

Turn sound on for audio interaction.

Retrospective

The opportunity to experiment with a new tool and create a product concept which aligns with business and user needs was really exciting. It's fantastic to have contributed on product delivering a positive impact to accessible inclusion.

With more time, I would:

Add progressive disclosure

Displaying all adventures on one page, progressively disclosing details when clicked.​​​

​​​​​​​​

Redesign playing cards

Realign with target user age, due to design debt, this wasn't iterated.

With a larger budget, I would:

Explicit Affordance

Show how to search the AR figure once it appears.

​​

Give context

Replace the wormhole animation with a skippable film giving the user deeper context of the narrative and their mission, as well as an on-boarding tutorial.

Testimony

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"Great job, exactly what we needed at this stage. Thanks for bringing the ideas to life, testing the core journey and creating the audio/narrative elements."

S.Taylor

Owner

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