STUDY PROJECT 

Redefining class participation at
school focusing on ADHD students

Enhancing school participation though phygital experience

'Become part of the crew and explore a new universe of learning'

UFOcus is an innovative educational system designed to engage students with attention disorders like ADHD through interactive activities. Using smart projectors with image recognition cameras, it transforms classroom tables into interactive playgrounds. With ADHD affecting over 10% of children globally, traditional teaching methods often fall short.
The system offers emotionally engaging, flexible, and collaborative learning experiences, turning theoretical content into playful activities. Based on the Kolb Cycle, it uses visual and auditory cues to guide students through learning phases. Teachers can create or browse activities on the UFOcus platform and monitor student progress. By providing a multi-sensory, practical learning environment, UFOcus helps ADHD students stay focused and motivated, enhancing their ability to grasp and retain information.

Goal

To increase the number of active users in the wallet, to help adopt and retain them.

Problems

Some of the main actions (deposit, transfer, create new balance currency, etc) are not well discoverable. There is also the need to rethink the whole IA of the product.

CLIENT
Student's project
TOOLS
Figma
Miro
Unity
TEAM
2 UX Designers, 2 Product designers
TIMELINE
5 months

problem statement

In milder forms or more extreme ones, all kids can face similar issues

Three main challenges: 
- Lack of engagement
- No active participation
- Distractions in the classroom

How might we enhance motivation to participate during lectures
in order to keep ADHD and other students focused?


DISCOVER

Understanding
the user

In milder forms or more extreme ones, all kids can face similar issues. ADHD, a cognitive disability that has an increasing prevalence worldwide. ADHD is estimated to affect around 5% of children (and 2.5%) of adults worldwide, with an increasing trend. Symptoms are mainly three: Inattention, Hyperactivity and Impulsivity.

In milder forms or more extreme ones, all kids can face similar issues

No engagement

No active participation

Distractions

DEFINE

To truly fulfil the ask to design an inclusive and accessible learning experience, we based ourselves on three main experience principles and put them on the core of our concept

Physicality
Collaboration
Flexibility

System's added value

on the student's side
on the teacher's side
Collaborative
approach
Turn-based
interaction
Instant feedback
& guidance
More in control & less distractions
Automatic assessment
Flexible lesson structuring

UFOcus is a system that engage students through digitally interactive activities designed around more inclusive learning models for children with attention disorders.

UFOcus’ pedagogical model

We leveraged a pedagogical model to design the holistic classroom experience that is thoroughly reflected in every physical and digital interaction

A new learning journey

Here’s a snapshot to better understand the impact of UFOcus on the classroom’s learning journey for both the kids and the teachern

Before the lesson

The teacher allocates the seats and sets up today’s lesson activities.

during

The students starts the class with an introductory activity that introduces the topic of the lesson

Before the lesson

The teacher shares the students’ outputs with the entire class and starts explaining the lesson.

Before the lesson

Students are then asked to partake into some activities in which they can make sure they understood and retained all the new learnings.

Before the lesson

After the hardwork, students are rewarded with a fun activity to steam off and re-energize.

after the lesson

At the end of each class, the teacher can check insights on how each student is doing.

Creating the visual style

Based on the brand guidelines established by the lead graphic designer on my team, I defined the components and UI elements to maintain a unified design voice across devices. The visual identity of the platform is a combination of some of the main characteristics of the main audience - vibrant, young, and tech driven.

A smart throw interactive projectors with image recognition cameras,that transforms the classrooms’ tables into an interactive playground

System map

FINAL

UFOcus’ wide range of activities

Different means of engagement

Generation

This type of activities highly depend on the student’s creativityand what they would like to express themselves with.

Brainstorming

Student write or draw objects about a certain topic provided by the teacher.

Storytelling

Storytelling allows the students to create a story by placing a frames in the designated area. The content projected on their frames and follows a certain theme.

Association & Placement

This type of activities highly depend on the student’s creativity and what they would like to express themselves with.

Multiple choice

Students answer a closed question with 4 answers. Only one answer is the correct one. Each student waits for their turn to place the tokens. The illustration related to the question is projected on a tile that provides the students with different means of representation.

Timeline

Following a specific topic or theme, illustrations are projected on the tile. Students are asked to place the correct tiles on the timeline and then they need to add all their tokens in the dedicated area to submit their answers.

Music notes

For this activity, students have to place their token in the correct place and they will be able to listen, visualise and read the note.

Energize

At the end of any class, students are asked to complete some fun and cathartic games to increase their motivation and help de-stress.

Brainstorming

Students have to find the color of their token on the table and position it in the right place as quick as possible.

Hot potato

In this activity, students answer to the question they see on the table and have to quickly pass their token to their table-mate to answer another one.

DELIVER

On the teacher's side we developed a tablet app

As the project was wrapping up I got the task to create high-fidelity prototypes for some one of the main user flows which we later end up using for our user testing sessions.

CHARACTER ANIMATIONS