Classclone
Design competition
Creating an immersive experience to enhance engagement in classrooms.
Dates
March 1-3 2024
Role
Research
Synthesis
Design
Usability Testing
Tools
Figjam
Figma
The Problem
Can I have your attention?
Our journey began with the recognition of AI's growing integration in our lives and in classrooms. As a group, we discussed how AI in education is pretty taboo, but these technologies aren't going away. Many educators are scared of students using AI, but may not fully understand the potential it can have for a positive and engaging experiences for students in classrooms.
The Goal
An interactive and engaging experience
If cool technology is what you want, cool technology is what you get!
More payments, more problems, With a list of alternative apps for sending and receiving money, it can be hard to coordinate payments from group of travelers sharing a cost. There is financial risk of being the person responsible for managing and collecting the payment, and a required trust among your travelers.
By creating a feature for users to send payment requests through the app while booking, the financial stress is eliminated. By giving the users an option to split the total cost of a trip while booking and designing a simple extension to the checkout flow, we were able to produce a seamless checkout experience for Airbnb's many users.
The plan
Cut the fat
When we spoke with educators about issues in the classroom, two main themes emerged: engagement and time.
There is so little time in a day to plan a new lesson or create an exciting new activity for their students. In our interviews, teachers spoke about how many other tasks they have to manage, and that even with access to plenty of edtech tools, many of them require 1:1 classrooms, setting students up with profiles, or learning a new platform, and there just isn't time or resources for that. We knew that what we created had to avoid the common roadblocks that other educational tools created. Our solution needed to be simple, fast, and not require all students to have a computer or tablet.
Initial interviews with educators affirmed the difficulties that educators face in classrooms, keeping students engaged and immersed in lessons. This insight showed us the potential of interactive videos of iconic figures to enhance student learning.
The Navigation
& Wireframes
Timing is everything
After discussing with teachers, we decided that our solution needed to be quick and have as few clicks as possible.
After designing our low-fi prototype, feedback from teachers reinforced our belief, as they found our prototype to be an immersive way to deliver content and easy to use regardless of age or experience level of the educator.
The Prototype
Time for class!
We took our feedback from teachers and made adjustments, creating quick click options for teachers to make split decisions about length, mood, environment, and suggested speakers.

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