The Process - Design Teaching Card game and digital Learning Resource
The process aims to educate year 9 and 10 students about design in a fun and memorable way while following the Australian curriculum. As well as providing support for teachers to help facilitate learning within the classroom environment.

The process is a tangible card game that creates randomly generated briefs to push players on design, drawing and presentation skills. With a digital resource that educates teachers on how to incorporate the game into their lessons while adhering to the rigidity of the Australian curriculum.

What the process does differently is that it condenses design concepts into a fun and exciting experience with users active and engaged throughout the entire process. Straying away from conventional teaching which often lacks engaging experiences. With cards packs representing a core design brief element such as persons, products, and context.

The digital resources aims to educate teachers on the games purpose, and execution convey conventional instruction into an intuitive and fluid carousel system. Conveying information clearly and concisely through the user interface. NFC stickers are utilized on the packaging to connect both the tangible experience of the card game to the digital user interface of the online resource.

The design effectively teaches design concepts within a condensed period which incentives users to replay the game and reinforce design lessons. As well as clearly educating teachers on how the game can better educate students within a classroom setting.
My Role
Learning Designer
Project
individual Project
Timeline
3 months
Tools
Illustrator, figma, NFC programmer
Overview
Prompt
How might we form interest in design and principles without intimidating students while supporting teachers in alignment with Queensland curriculum standards?
Inital Thinking

Target Users

  • year 9-10 design students
  • highschool design teachers

Research Methods

  • Research online
  • In-classroom Testing
Initial questions
  • How do students process and store information?
  • what motivates students to learn?
User Research

Firstly it was important to research the validity of the problem space of year 9 and 10 students requiring assistance to learn design theory. By researching the Australian curriculum details on what is involved in their curriculum are as follows:

  • Understanding the need and use of design briefs.
  • Establishing a criteria of success to evaluate design ideas.
  • Develop and communicate design ideas.

With the core principles of what students need to learn established it is important to establish if design knowledge is being properly retained. as a result of research into studying practices it was established that in order to properly form long term memory of study material, students must include two core practices:

  • Suitable cognitive load (appropriate challenge).
  • Repeated exposure to study content.
bar graph of reasons why consumers want personalization

Research findings / Pain points

  • learning content needs to processed multiple times in order to be stored long term.
  • providing no restrictions to design tasks can be intimidated for beginner designers.
  • Learning resources need to support the Australian curriculum to be suitable for the classroom environment.

Inital ideation

Concept 1: online module redesign

This concept redesign online testing to gamify the process by emulating cards deck gameplay. Adapting this to multiple choice would make testing more engaging and memorable.

flaws: this concept while interesting does not utilise the unique challenges of the problem space and does not provide the required mental load necessary to form memory.

initial concept of online module using playing cards as an alternative to multiple choice questions

Concept 2: AI study journal

initial concept of an ai assistant recalling student lessons and notes

This concept was aimed to replicate a natural about course knowledge by compelling users to actively recall past learning content that they have previously inputted. Over a period of time users would detail all that had learned that day and would be tested on later dates to recall that knowledge. This repeated interaction would eventually instil that knowledge through active recall. However, this concepts would be extremely hard to replicate to feel natural and develop given time constraints.

Concept 3: designer card game

initial concept of playing cards of persona, product and iteration

The designer card game concept is a card game aimed to condense the entire design process into a short game that compels players to replay due to the randomization of card output sequence. These output sequences generate a design brief that players have to follow.

The tangibility of this game is EXTREMELY important as incentives collaboration as well as linking sensory motion of picking up placing and sketching to transferable skills and memorization. By replaying game users will ultimately remember design skills such as:

  • Forming/ following a design breif
  • design visulation skills
  • verbal communication of ideas
  • Iteration of ideas

While being tangible the card game utilises UI Elements of usability:

  • Learnability
  • memrobaility
  • potential user enjoyment and satisfaction to be confirmed by user testing

User testing

REVIEWING INSIGHTS AND FEEDBACK GIVEN FROM USER-TESTING SESSIONS

  • Brief creation

    A consistent issue that was identified was the product cards often confused players, this was later identified to be their lack of knowledge of more advanced/UX technologies such as wearables and XR technology. With one participant stating mid testing

    “What is smart clothes?”

    This was an oversight on the target users' knowledge of these particular design terms.

  • Carousel

    All users did not realize that the carousel UI also utilized a scroll mechanic, up until much later into the testing phase. Yet half of the users did understand that the carousel elements were intractable and could navigate to a page or 2 pages depending on the element's relative position. All users understand that the colour of the carousel arrow and elements signified a state.
  • Lesson plan

    The lesson plan did prove to be a major issue within the design with many users unsure how to perform an alternative version of the game due to little information given to them, with only a brief mention of a comparison between a new mode of play and the original. With this lack of contrast users could not explain what a individual lesson plan operated as intended.

OVERALL USER RESPONSE

All users approved of the game and had an understanding of how the game is meant to be played by understanding the clear relationship between the card packs forming a brief. Many users wished to play the game again, indicating that there is a great level of replay ability within the card game.

In regards to the mobile application, the users were intrigued by the use of NFC stickers as a technology they had very little experience with it in its current form of stickers on game packaging. In regards to the functionality users found the system to feel slick and intuitive.

Highschool students iterating designs based on the designs game instructions.

USER-TESTING FRICTIONS

All users were extremely confused by the product card, as they were not familiar with the products that are common within the UI/UX field such as smart and XR technology. The design clearly did not account for this possibility, which was an oversight as these are terms and ideas that this group of users are not fully accustomed to.

During the testing of the mobile application, there were some concerns about the way in which instructions about lesson plans were conveyed, as there was not enough of a detailed list on how to perform the actions. This issue with the user interface was expected as this was still being redeveloped just before testing.

What needed to improve

Introduce Packaging

introducing packaging for the card game came highly recommended by all users. Many attributing that it was an expected item of the card game experience.

Expand on card descriptions

Utilising the description from Persona cards, Product cards need to establish a clear understanding of the product function and application through text.

Layout hierarchy

The digital learning tool should have its order of contents reorganized to appeal to the intended users of teachers.

UI graphic design

Implement minor UI and Layout adjustments to keep the visual style consistent while placing greater emphasis on the written instructions.

Time reduction

The time to complete the game should be reduced to provide an extra level difficulty and pressure for players.

Design Solution

Design teaching card game

The card game helps students quickly ideate multiple designs from randomly generated design briefs created by the card pack combinations. Followed by a short presentation portion in which players learn how to communicate their ideas to others.

The short duration of the game pushes players to not focus too much on a singular idea with the added benefit of engaging the teachers classroom while having a minimal impact on the time required to teach their established curriculum.

Card types

Persona cards floating

Persona Cards

These cards familiarise players with personas, understanding how a users needs impact the processes which is communicated through points on the respective card.

Product cards floating

Product Cards

With a product card a player are given a product they must design around. These products can be unfamiliar to certain players, as such all cards are given a brief description of their function and interactions.

Context cards floatin

Context Cards

A context card establishes the constraint of an environment or activity, forcing players to make a connection between product persona and establish a relationship with all cards in potentially extremely unlikely or even impossible theoretical designs.

Online digital resource

The online digital resource familiarises users on the both the instructions and purpose of the game with a step to step guide. Additionally the resource contains guides for teachers on lesson plans and alternative forms of teaching that fit the needs of their classroom.

The process online resource phone screens

NFC packaging

Through NFC packaging users are able to use their mobile device are able to access the online digital resource by placing their mobile device on the packaging's NFC sticker. Allowing for a clear link between the tangible experience of the game and the digital resource.

Back of Persona NFC packaging