Project Overview

Catogroy

Nonprofit
Quality Education
Sustainability

Duration

14 weeks

Platform

Desktop

This project was born out of our passion for care about the quality education of homeschoolers. We combined the science of learning to design a better online educational experience. We want to create a system to foster global interaction and improve collaboration skills to help homeschoolers live in California.

About CoCivi

Our main aim was to create a web-based desktop online education platform and interactive board game for homeschoolers by delivering knowledge to aged 8-12 homeschoolers interactively and playfully through project-based learning. Allow them more engaging in the global.

The team

CoCivi is a 14 weeks project that I did in the 2019 Summer.Our design team consisted of two people: Jason Liu, the product designer. As an interaction designer, I mainly responsible for doing the research, content strategists, developed conception and creating UX/UI, and fast prototyping.

The challenge

Our challenge was developing educational games that fit into one user-friendly product. We did many expert interviews and paid a lot of attention to figure out different board game-playing usage and understanding how that can we allow our user to interact with our online website education during the process.

The Objectives

CoCivi aims to bring homeschoolers together to form a stronger education community and offering helpful online learning experiences and international competition. We strive to bring creativity, collaboration, critical thinking, communication into the homeschool community online space.

Timeline 
Brainstorming Sustainable goals
Quality education
We did a brainstorming session based on non-profit sustainable goals and wrote down and analyzed our current understanding and assumptions in each section. For the team, it is essential to get the same interest in topics and goals. After discussion, we narrow the concept and select the quality education as our project theme.
Context
How many children are homeschooled in the united states?
Our research started from learn more about the current homeschool statistics and situation in the United States and better understand homeschooling.

3.4%

Percentage of students homeschooled

2 million

Amazing homeschool numbers

198,947

2017-2018 Homeschoolers in California
Fact
  • Students learn best at their preferred speeds and in their preferred manner.
    Homeschooling has grown by 61.8% over the last 10 years to the point where two million kids — 4% of the total youth population — now learn from the comfort of their own home.
  • Classrooms aren't the only way to make friends, the internet is making it easier.
    55% of all teens say they regularly spend time with friends online or through social media, and 45% say they meet through extracurriculars, sports, or hobbies.
Causes
  • Make a change from a negative school environment and get a higher quality education.
    The highest rated reason parents choose to homeschool is the negative environment of their child’s public school. Over 26% cited a negative environment as their most important reason, and over 90% listed it as one of their reasons for making a change to homeschooling.
Impact
  • Homeschooled kids get into college more often and do better once they're enrolled.
    According to a 2009 study of standardized testing, homeschoolers scored in the 86th percentile.
  • Homeschool removes the psychological and physical torment that happens with bullying.
    Homeschool eliminates the fear that comes from being bullied, or other problems kids face in schools today.
Field trip
Afterwards, we prepared some materials, DIY kits and went to KidSpace to observe how kids would like. In this process, we also talked with their parents about homeschool opinion.
We interviewed 5 People. here are the main findings
To better understand the user's needs, we talked with 5 people in-person on their experiences. We produced interview questions by doing a brainstorming session and decided on a mixed-method, with quantitative and qualitative interviews. The interviewees were selected based on their representativeness. We contacted 1 homeschooled student, 2 professors, who are also the parents of homeschooling kids, 1 professional of online education tech, and 1 professional of kids education. Here are part of the questionnaire and a few quotes from the interviewees.
Key Insights
No, homeschooling doesn't create recluses

The biggest stereotype surrounding homeschooling is that constant one-on-one teaching deprives kids of the socialization they need to thrive. However, it doesn't the truth. Homeschooled kids are just as likely to play soccer and do group projects as any other students. So we decided to change direction and focus on quality education use the method of through target groups' "Needs," "Behaviors," "Frustrations," "Gaps," and "Goals,"  target our users' main current pain points and come up with solutions.

journey Map
what does a homeschool's Typical Day in the life look like?
With all the collected data and insights, we started creating an Empathy Map to document a typical day in a homeschooler's life. Here are the user's actions, mood, and pains. This helped us understand where in the journey a viable solution could place.
Competitive Analysis
Understanding the market
To understand solutions already on the market to understand the existing market and the industry gaps, we decided to conduct competitive research and find opportunities. By competitor's analysis, we could see how companies are currently working, what they are missing, how we could connect it to our solution.
Kick-off
Starting with the Basics
After discovering, analyzing, and understanding our target users, we utilize this information to solidify further our core user's behaviors, pain points, motivations, and needs.
Who

Homeschoolers from 8-12.

What

A platform that is delivering knowledge, interactively and playfully.

Why

Through project-based learning and problem-solving strategy allow them to train collaborative skills and more engaging in the global.

Design Criteria
Guide Words
content strategy
Project Based learning

In Project Based Learning, students engage them in solving a real-world problem or answering a complicated question. They demonstrate their knowledge and skills by developing a public product or presentation for a real audience. As a result, students develop in-depth content knowledge and critical thinking, creativity, and communication skills to do an authentic, meaningful project.

Information Architecture
Turning the idea into a viable product concept

I designed how we expected the information architecture to be. We break down the hierarchy based on the user's needs and goals. The flow chart below is the final information architecture.

Wireframe
Once having established our wireframes' flow based on our chosen platform and tasks, I started sketching low-fi wireframes to get an overall sense of the layouts and hierarchy of each feature's design and quickly test our assumptions with multiple users.
Design Iteration
Usability test
Following the IDEO model for the human-centered design, we created two different mid-fidelity wireframe forms and started the process with usability testing. According to on tester’s feedback, we vote for the best one as a design solution. This process provided us with a foundation to base my design solutions on user's findings.
Touchpoint
Use case Scenario
style Guide
Make the website visually appealing and accessible
Storyboard
User Flows
Mock-ups

The games we developed.

Prototyping process of interactive board game.

User testing the interactive board games.

The overall objectives were to observe how seamless participants' interaction with the app would be.

Process Gallery
PROTOTYPING THE BOARD GAME
Think beyond design

Through this journey, I have enhanced myself in understanding the broad spectrum of design, thinking about the limitations and asking the right questions. Except in design, I also learned about was how to launch a product from a business perspective.

Taking it further

This website is targeted to help homeschoolers more engaging in the world. To create a digital presence for a service with a large and diverse member base, user testing is essential. We did quick tests that assessed usability.  As for the next steps, it would be great to test the prototype with homeschoolers further to observe their behavior and get more positive feedback to work on more iterations and further refine the products at a different level.

👀 That's all for now! 😊 Thanks for reading!

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