experience design & strategy
for A FEEDBACK MANAGEMENT TOOL FOR TEACHERS

AMPLIFY HUMMINGBIRD APP

Hummingbird - 2 of 7.jpg

Challenge

Amplify aimed to develop a new teacher-centric, tablet-based feedback management tool that complements Amplify's English Language Arts (ELA) curriculum. The design team helped Hummingbird team as an internal client to develop strategy and design.

My role

I lead this project as a lead UX strategist and UX designer to conduct design research, facilitate workshops, define overall UX strategy, design wireframe and prototypes and conduct usability research.

UX CHALLENGE

During the class period, teachers must pay great attention to students, but not the app. It was crucial for teachers to spend as little time as possible using this tool while still giving appropriate information for teachers to be highly effective helping students in needs.

 

DESIGN PROCESS

Phase 1: Research & Ideation

Hummingbird team conducted research on middle school teachers then, I lead a co-creation workshop for Hummingbird team in Cambridge and we spent a 2 days to synthesize our findings from research, and ideate various features for the digital product.


phase 2: SYNThESIS

After the co-creation workshop, design team further synthesized and refine ideas.


phase 3: rough wireframe

Based on in-progress learning concept, we design paper prototypes and conduct paper-based usability tests to examine effectiveness of learning contents. We then synthesize feedbacks and observation, determined further improvements.


phase 4: TESTING IDEAS and refining prototypes

We started testing the digital product ideas with teachers (who are main users), receive feedbacks and apply learning to improve our prototypes.


phase 5: FINAL PRODUCT

After we conducted rounds of usability test, and defined final UX strategy and design, a group of visual designers to design the final user interface.


RESULTS

The final tool allows teachers to organize and track over-the-shoulder conferences and student sharing in the classroom and it requires only few seconds for teachers to record and understand students’ status.

Lesson Learned

The most relevant lessons as a designer were the following:

different design logic needed for teachers in class: designing an app allows users to have least engagement on screens

Initially, we approached with an idea for robust application that would requires longer attention by users (teachers) and we quickly learned that it is least desirable to spend time on app while teachers want spend maximum amount of time facing students. We reduced features and focused on most essential features for teachers to record and understand students’ status.