OpenMakerspace

A virtual community that supports successful STEAM education, facilitates purposeful learning, and promotes STEAM equity across nations. I worked with two teammates to build the website from ground up based on our research findings.
Tool: Figma, Miro, Photoshop, Slack, Google Suite
Role: Product Designer, Prototyper
Platform: Website
Duration: Jan 2020 - May 2020, 4 months

Overview

Personal Accomplishment

As the sole product designer, I solved the key usability issues and polished the visual style by re-imagining the professional development for STEAM teachers. Skills used: User Research, Information Architecture, Wireframe, Prototyping, Concept & Ideation, Project Management
Whole Process
I led the full product development spectrum: from ideation and strategy to final implement.
Agility
I created and responded to change in the fast-paced environment
Product Iterations
I improved the user experience significantly by iterating the designs based on data.

Problem Statement

STEAM teachers have difficulty learning how to teach high-quality courses.

Solution

A virtual community for STEAM educators where they can share well-designed lessons and connect with each other.
This is a school project inspired by the Academic Festival. Over the semester, we actively engaged the target user population by conducting user interviews, online surveys, prototyping and multiple rounds of usability testing to understand their needs and to inform the design decisions.

Discover

Background

Science, Technology, Engineering, Art, and Mathematics (STEAM) education has caught mainstream attention all over the world. The energetic development of STEAM education brings new opportunities for the innovative reform of education. President Barack Obama stated that it is a “national imperative” to educate 100,000 STEAM college graduates within the next ten years (America Chemical Society, 2012). In order to achieve this ambitious goal, it is necessary for the higher education system to train 25,000 new K-12 teachers in STEAM (Boynton, 2012).

Current Situation

In order to prepare students with 21st century skills and gain the ability to solve real-world issues, schools must implement efficient STEAM Education, among which the key issue is to train qualified STEAM teachers.
STEAM teachers are passionate about delivering high-quality lessons, but they are overburdened by testing mandates and crowded, resource-poor classrooms. STEAM teachers feel frustrated. Students get discouraged. And all too often schools fail to prepare young people for their futures.
I want to deliver high-quality STEAM courses. But it's a new thing and totally different from previous subjects. I don't know how. I even don't know if my current courses are efficient or not.
The project addresses the problem of ineffective teacher support for STEAM education despite its significance and interest.
Target users: K-12 educators and teachers who struggle to integrate STEAM education into their classroom due to lack of time and established curriculum. K-12 teachers, curriculum developers, and school administrators located in countries and regions where STEAM education is still a new movement.

Research

I read researches about STEAM education and teachers’ professional development. In order to prepare students with 21st-century skills and gain the ability to solve real-world issues, schools must implement efficient STEAM Education, among which the key issue is to train qualified STEAM teachers. Main issues:

1, Most licensed STEAM professional development programs are not good enough to train quality STEAM teachers
2, Teachers need to use their spare time and money to do professional development because they do not receive enough support from schools and governments.

We conducted interviews with school principals, senior and junior STEAM teachers.
Ellen Meier
Professor of Practice
Director of the Center for Technology and School Change
- TC, Columbia University
Camelle Harrison
STEAM Integrator and Material Librarian
- Berkley Carroll School
Donna Taylor
Senior Director of School Design and Formal Principal
- NYCDOE
Here are key findings that inspired us:

1, Limited planning and debriefing time
2, Difficult to coordinate learning objectives with teachers of different subjects
3, Inequality of access to equipments and activities

Research

We conducted literature review, online survey and interview with STEAM teachers and school principals to better understand user needs.
Literature Review
I read books, scholarly articles, and any other sources that provided an overview of the problem.
Surveys
I sent online surveys, collected results and analyzed data.
User Interviews
I performed 8 formal scripted 1:1 user interviews.

Research Insights

Based on the research, I created an empathy map to help my team members gain a deeper insight into our users. This map represent a group of users so we can understand the context, psychological and emotional needs of them.
Our users' problem is further analyzed as teacher’s ineffective attitude towards STEAM education, lack of professional development to support STEAM teaching, inequity resources for STEAM learning, and difficulty with time management.

Ineffective Attitude

The way STEAM education is taught is completely different compared to traditional subjects, which is a big challenge for teachers. Many teachers come across anxiety and struggle.

Lack of Professional Development

Most licensed STEAM professional development programs are not good enough to train quality STEAM teachers.
Teachers do not receive enough support from schools and governments

Inequity Resources

There is a great inequality of access to equipment, training, and support from school principals

Difficulty with Time Management

Teachers do not have as much time as they need to carry out their daily tasks

Competitor Analysis

I reviewed these projects is to learn from their success and mistakes, which can inspire the design process of this project.
After analyzing the existing products on the market, we were able to find our unique solution:
A virtual community for STEAM educator where they can share well-designed lessons and connect with each other.

Learning Experience

Learning can be hard. Sometimes “boring”. But we can make it more engaging and “fun”.
What is the best way to learn?
The short answer is: I don't know. I think we don’t have the right answer for every person on earth. But if I offer different methods and personalize the learning experience for every user, there's a high chance that my users can find out what works for them.

How to measure is?
Product is visible, but learning is invisible. Technology-facilitated assessment can assess the learning process without disrupting the learners. With users’ permission, their activities on the website are also used to evaluate their learning experience.

Learning Community
Research shows that in a well-organized learning community, participants can encounter difficulties, ask questions, observe others doing, etc. In other words, users can be engaged in events that arouse reflection, which can efficiently improve teachers’ cognitive capacity. This project is constructed following the model of professional development within a community of practice (Daele, 2006).

Habit Cycle
A regular habit is a great method to reduce the energy to execute a study plan and fight against forgetting curve.

Personalized Learning

The system will recommend courses based on learners' information. And the user can make changes based on their own needs.

Visualized Process

On the dashboard, the users' activities, such as the time spent on the course, will be displayed using elegant and simple graphs.

Learning Community

Our platform will build a community where users have the freedom to work together, question things and debate. It will be full of lifelong-learners, great professionals, and also awesome human beings.

Habit Cycle

We will offer 3 steps to govern the habit:
Cue: alert that triggers the users to learn the course
Routine: productive user interaction
Reward: prize that is desired again

Ideate

Based on the research, we did Brainstorm and Affinity Diagram to collect ideas on how to build the virtual community based on user’s needs. To clarify, we used Priority Matrix to select the most important functions we will focus on in the near future. We show our proposal in a Storyboard and then developed sketch UI.
Brainstorm +Affinity Diagram
We ended up coming up with almost 90 ideas. Then we had a discussion, received feedback from supervisors and selected 20 of them as the ones we want to keep developing.
Brainstorm +Affinity Diagram
We ended up coming up with almost 90 ideas. Then we had a discussion, received feedback from supervisors and selected 20 of them as the ones we want to keep developing.
Priority Matrix
We ranked ideas based on criteria that are determined to be important, which guided our future design process.

Information Architecture

After the information architecture of the toolkit is clear, I built user flow to better navigate our users.

Design

Visual System

Based on what we found during the research, STEAM teachers are suffering from stress and confusion. We chose the sunshine and cozy moments as our key inspiration, because we wanted to deliver a feeling of hopefulness and safety while they are using OpenMakerspace.

Prototype

I quickly generated low-fi prototypes. It includes the main features we want to include in our project and the navigation between different pages. It helps to identify and formulate the main trajectory of the design and save time.
We conducted usability tests and then iterated the paper prototype. We did three rounds of testing and gained a lot of useful feedback, which we used to update our design accordingly. Meanwhile, we reach out to our potential users and invited them to join our email list.
Quick, rough wireframes get ideas out of my mind. It's easy to identify layouts that work well and those that don't.
Based on the low-fi wireframe, I developed different versions of hi-fi prototypes.  It’s a good tool to inspire annotated suggestions and critique within the team. In addition, I invited users to conduct user tests and selected the most popular version.

Specific Experience

Reiterate

The idea was introduced to the public through Academic Festival.
We presented the introduction video and prototypes. Through the presentation, we received many precious feedbacks and more than 100 possible users signed up for our email list.
(picture: I was presenting in the Academic Festival)
Posters are used to attract more possible users. We built several chatting rooms and invited STEAM teachers to test our product.
Posters are used to attract more possible users. We built several chatting rooms and invited STEAM teachers to test our product.
Based on user's feedback and our own observation, I polished the prototype. We receive many positive feed back from STEAM teachers and many organizations are willing to lean in.

Future

This projects gave us the opportunity to utilize all aspects of the user-centered design process. The most challenging part of the project is to focus on the big picture. We negotiated with each other to select the most powerful ideas and thoughts based on the research.

We will collaborate with schools and build the portfolio function to attract more senior STEAM teachers to share their experience on our platform. The online portfolio can help teachers showcase their achievement professionally and efficiently since many teachers don’t have time to build their own online portfolio.

After presenting this project in Academic Festival , we got a bunch of teachers signed up for our email list. We are preparing follow-up conversations with organizations like STEMteachersNYC.