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Timeline -

6 weeks

Tools Used - 

Figma
Adobe_Photoshop
google-docs

My Role in my Team - 

Problem Synthesis, Understanding users, Data gathering, Data Analysis, Brainstorming, storyboarding, User flow, Information Architecture, Low and High Fidelity Prototypes, Evaluation, and Testing.

Client Requirement

"What strategies can be employed to support Collabo XD's entry into the realms of Digital Experiential Learning and Educational Technology?"

GOAL - Add Additional Value by converting their offline space, DIGITAL.

Problem Statement

“How might we integrate interactive elements and hands-on activities into the online workshop format, promoting a more dynamic and participatory learning experience?”

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Client - Collabo XD

Product: Design Pulse

An Interactive Learning Tool for Design.

Design Pulse is our solution for Collabo XD, an educational space dedicated to people-centric research. By collecting real stories from individuals, we aim to enhance the experiences of customers, patients, and employees.

Our project seeks to create an engaging and interactive educational environment where people can learn about design and explore its vast field. To kick off our initiative, we are focusing on experimenting with design thinking, catering to both non-designers and designers in their daily activities.

THE PROBLEM: Drawbacks of Current Online Education Platforms in the field of Design. 

THE SOLUTION: Interactive, fun, flexible, learning platform with daily tasks for Design thinking courses. 

IMPACT:  Help non-designers also learn design, no fixed course

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Research

DESK AND MARKET RESEARCH

01

The education industry was greatly impacted by the COVID-19 pandemic, leading to a shift in online learning. While a few of us found online learning quite dull, a lot of them secretly enjoyed it. Knowledge is vast, and having means of acquiring this anywhere, anytime was the best thing for a lot of them. Who knew that you could take a course on the train, during a vacation, or even while sitting on the toilet? The possibilities are endless!

Before we looked into our competitors, we wanted to take a close look at the market we are working with. Whom the market is made of, what will be the scope of the market in the following years, and a few numbers to back our claim. 

FINAL PRESENTATION (3).gif

ResearchAndMarkets.com. (2023, October 27). Design Thinking Market Size, Share, Trends, and Forecasted Growth for 2023-2030.

The stats are in and they're impressive! Design thinking is expected to reach a market size of 5.5 Billion, while Online learning is predicted to soar to a massive 370 billion. The industry is filled with Established corporations, Designers, Universities, start-ups, and UX amateurs. Additionally, we discovered that 63% of students in the US engage in online learning activities daily. 

Considering online learning is a huge market, a lot of companies provide similar services. We looked into various such companies but picked four companies that came close to our clients as competitors. 
 

To read more about our desk research - Click here

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WHAT THEY HAVE
  • They have high quality courses from IVY colleges like Harvard, Stanford 
     

  • They have well established name and certification standards.
     

  • To go market products for corporate and individual customers.

Beacon live
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WHAT THEY LACK
  • Interactivity during the activities​
     

  • Discussion in the mode of instruction
     

  • Lack of ways for students to practice after the class

PRIMARY RESEARCH

As a part of our primary research, we held a productive semi-structured interview with 6 Students, 4 Facilitators, and 6 Professionals, resulting in valuable insights from the discussion.

What our Interviewees said...

"I want to ensure that the online courses our employees are taking are truly beneficial and align with our company's strategic objectives.”

“I often feel disconnected from my peers and instructors in online classes; it's just not the same as being in person.”

“I need to find a way to make my online sessions as engaging and interactive as face-to-face classes.”

More than a third of learners say they learn best through interactive lectures/workshops, in which the session breaks at least once for participants to complete a specific task.

Research Analysis

02

After reading several articles and conversing with a few individuals, we have gathered crucial insights to establish a strong foundation for our project.

PAIN POINTS

USER FRUSTRATIONS AND NEEDS

  • Content not aligning with strategic objectives
     

  • Low participation or completion rates in online courses
     

  • Resistance to change or low adoption rates among employees
     

  • Difficulty in engaging the group remotely

User

TARGET AUDIENCE

Employees

Students

CEO's

Working Professionals

Learners

Design Solution

03

After thorough consideration, brainstorming sessions, and receiving feedback from experts, we opted for our MVP solution, an Interactive Learning tool for designers and Non-designers learning Design thinking methods.  

Our objective is to empower non-designers to grasp design principles through everyday objects. Our platform serves as a flexible learning foundation for non-designers while also facilitating designers in upskilling themselves.

IMAGINE A SCENARIO

You are a Non-designer, but you are required to perform a Design thinking method to solve one of the problems your company is facing. You have no clue where to start or even how to. 

Storyboard_Collabo

With Design Pulse, we help guide our users to work on various design methods on their own or with pre-filled prompts to help them understand the topics better. The tool will help our users ​in Interesting and Interactive Learning, Learning on the go, with Interactive Activities, Creating their own prompts with their chosen difficulty level.

INFORMATION ARCHITECTURE/ USER JOURNEY

User flow

The Prototype

04

INTRODUCING

Design. Pulse

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MVP

In-built activities

1

Fun In-built activities for users to practice Design thinking. 

Activitties
Home page

Daily
Challenges

2

Interactive 
Gamified Activities.

3

Simple 1-minute daily

challenges for users to help understand concepts better.

Fill in data to learn Design methods with your group.  

Daily activities

How is our Solution Interactive?

Design is a realm of experimentation where trial and error reign, devoid of rigid answers. Mistakes often evolve into some of the most brilliant ideas. Similarly, our approach doesn't prescribe a fixed route to solutions. Users are empowered to comprehend concepts and choose their execution path with subtle guidance.

For instance, when brainstorming ideas for a project, they can opt for traditional methods or explore various alternatives to reach their desired destination.

Business Model

05

Our solution will act as an additional revenue model for the company. A few possible revenue models are subscriptions and course marketing.

Business model

SUBSCRIPTION

COURSE MARKETING

Drawing from our research findings, we formulated a business perspective and devised a pricing structure tailored to suit the company's needs. Our approach involved comparing with other companies to establish a foundational model, and we factored in our costs to arrive at this pricing strategy.

What costs do we have?

  1. Application Development - Servers, Personnel

  2. Content Development - Personnel, Digitization

Business model

SWOT ANALYSIS

S

  • Gamification

  • Flexibility

  • Wide Target Audience

  • Interactive Activities

O

  • Growing Interest in Design Thinking

  • Educational Partners

  • Corporate Training

W

  • Lack of In-Person Interaction

  • Tech Reliant

  • Content Dept

  • Retention Challenges

T

  • Competition

  • User Attention

  • Economic Factor

We tested our product with 2 professionals and 5 students. 

Evaluation

06

EVALUATION RESULTS

  • The theories were intriguing, but the application to real-world situations was challenging.

  • Enjoyed learning new concepts through activities, particularly finding affinity mapping useful for future research work.

  • Found the exercise helpful in understanding concepts easily and expressed a desire to delve deeper into the topic.

  • Felt there was limited opportunity for meaningful interaction during the exercise and suggested incorporating active group participation for added benefits.

  • Embracing the concept of learning through making mistakes.

  • Valuing feedback as an integral part of the learning process.

  • Appreciating the freedom to learn at a self-determined pace.

  • Finding interest sparked by activity modules.

In conclusion, our educational approach emphasizes a curriculum-based module that ensures structured and comprehensive learning experiences. We understand the significance of community building, fostering collaboration and knowledge sharing among learners. Moreover, our commitment extends to providing certifications that hold professional value, acknowledging the achievement and competence gained through our programs. Together, these elements contribute to a holistic and impactful learning journey for our participants.

Refelction

07

The results of this project were remarkably impressive and received enthusiastic approval from the clients, which was undoubtedly the highlight. Digital learning is poised to dominate the future, and this tool has the potential to revolutionize digital education in the field of Design. The success of this project underscores its promise as a pioneering solution, setting the stage for significant advancements in how design is taught and learned in a digital environment. By leveraging cutting-edge technology, this tool could transform educational practices, offering innovative and engaging ways for students to develop their design skills.

This project was quite a rollercoaster for me. It was part of a class I took called Internet of Things for Business Innovation. I had an amazing professor who provided invaluable insights, and we had fantastic clients. I would say this was one of the most successful projects I have ever worked on. Personally, it boosted my confidence and passion, and professionally, it helped me understand numerous factors that influence a project, including its financial aspects, real-world usability, and most importantly, why our solution was the best.

who made this project a success.

MEET THE TEAM

Meet the team

fin.

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