STUDY PROJECT
Redefining class participation at
school focusing on ADHD students
Enhancing school participation though phygital experience
STUDY PROJECT
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.
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
System's added value
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