Interaction Design Case Study | Spring 2025

Eddy - Peer to Peer Education

Overview

Through my Interaction Design Principles class, our final project was to solve the U.N's fourth Sustainable Development Goal, Quality Education.

Approach

Collaborating in a group of 4, our mission was to provide all young students to learn from one another, regardless of geographical or monetary restrictions. We included the U.N's Sustainable Development Goal research, market research, personal testimonials, and interface prototyping software such as Figma to complete our goal.

My Role

Interface Designer


Competitive Market Researcher


Deliverables

  • Final Pitch with Mockups

  • Design file with branding guidelines

  • Market research and Competitor Analysis

Team Members

Saanvi Vutukur, Alissa Rogozin, Olivia Li


March - April 2025

Problem

Underfunded schools lack STEM programs and extracurriculars, and strict governments or outdated curricula limit quality education globally.

Goal

Create an application where students can connect with other students peer-to-peer throughout school systems in the U.S, in order to share experiences, discover interests, and learn together through teacher-administered activities.

User Research

Initial Ideation

Moodboard

We strived for a playful and engaging theme designed for young minds.

Branding

We focused on a rich lexicon of color and character usage, to create a lively storyline for the user experience.


*The name Eddy is a personification of the word "Education", representing a familiar and personable twist to learning!

Lo-fis

Iterations

We experimented with side-bar menus for easy navigation, and ideated on the gamification of this app to keep students engaged.

User Feedback

Feedback from a panel of four UI/UX industry experts:

We discussed safety and to include activities where students can meet peers of differing interests.

Feedback from an elementary school teacher:

We discussed resources, how to fit this into class time, and to include elements that students would be engaged to do (essentially, stay on top of trends in youth education) .

Based on user feedback, we wanted to keep the user flow map straightforward, focused on delivering a streamline and engaging experience.

Bright Points

Interactivity is a key feature of our app that was well received in user feedback.


Branding also contributed to one of our successes, as it highlighted an engaging side to education, and hooked audiences when presented to or tested upon.

Pain Points

Logistics: the economics and technology of the education industry in the United States is perennially changing.


  • We aim to research this particular market further, to make necessary changes, determine the price point of this service, and determine a best time to release this application.


Safety: There may be cases where users could create fake teacher or student accounts, and potentially harm real students virtually.

  • We aim to solve this issue by requiring administrative verification of teacher and student accounts if this were to be implemented in the real world.

Market Research

Final Prototype

Our final prototype encapsulates all findings from the research and user feedback we have explored. We focused on expanding the student dashboard first.


The refined interface has a streamlined flow:

  1. A friendly registration screen welcomes first time students.

  2. A survey is prompted in order to gauge students' interests, and match them up.

  3. Students are then taken to their Dashboard where they can complete teacher assigned activities and learn together with their online buddy.


How it works

  1. Students will get matched with other students from the other school to complete activities and learn together.


  1. Teachers will administer and monitor activities.


  1. his application would only be accessible during class hours and through school administered accounts to prevent security threats.

Branding

The final branding reflects the spirited aesthetic tailored to young students. We have also planned a design system that makes the design implementation of the application more effective.


Key Insights

  1. We were faced with more safety concerns than originally intended.


  2. Feedback from elementary school students were vital.


  3. Market research was a main factor that influenced heavily our ideas and final prototype.


  4. Finally, the lack of technology and resources for many primary school students is still a looming issue in many parts of the United States and the rest of the world.

Future steps

In the future, we hope to incorporate:

Creating a teacher user flow.


Ideating what it would look like for a full-classroom implementation of Eddy, where both students and teachers can interact.


Strategizing non-digital alternatives so students with technology access can interact with students with less resources.

Thanks for stopping by!

Contact Me

jaydenngo618@gmail.com

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