Conectar Classroom

The goal of this project was to eliminate the need for physical tutelage while still ensuring that the “classroom feel” isn’t compromised.

The premise is to allow tutors connect with their students whereby tutors can make use of an online whiteboard and other product features to seamlessly and intuitively deliver an emulation of a real world teaching experience. By extension, the platform can also be used as a playground where a user can quickly create a meeting and host a teaching (or any other) session.

Project

Conectar Classroom

Services

User Research Product Design UI Design

Industries

Edutech

Tools

Figma Miro Slack

Conectar Classroom Landing page screen
Conectar Classroom Landing page screen
Conectar Classroom Landing page screen

My Role

I functioned as the UX designer in a team of 2 designers, a product manager, 2 front end and 3 back end engineers. I was responsible for user research, usability testing, wireframing and high fidelity prototyping.




Problem Statement

The goal of this project was to eliminate the need for physical tutelage while still ensuring that the “classroom feel” isn’t compromised. The premise is to allow tutors connect with their students whereby tutors can make use of an online whiteboard and other product features to seamlessly and intuitively deliver an emulation of a real world teaching experience. By extension, the platform can also be used as a playground where a user can quickly create a meeting and host a teaching (or any other) session.




Requirement Gathering, Scoping & Research process

The goal was to design a product that is easy to use and addresses frustrations that arise from using existing solutions, this way the product can truly stand out of out of competition. To achieve this I used the Double Diamond Model to explore issues divergently (exploring in an open manner) and convergently (taking more focused actions). Given that the product seeks to leverage on digital technology, I was able to recruit people to partake in a remote unmoderated study to gain insights on how this product can truly delight users.




Questions that influenced my design strategy

  • Do you think whiteboards belong in the past?

  • What is your favorite online collaboration tool and why?

  • Why are you consistent with using the above mentioned app?

  • Do you think learning and fun should be mentioned in the same sentence? If yes, why?

  • If you had the ability, what aspect of classroom learning would you eliminate?

In addition to the user interview, these questions formed the core framework for the project.

  • What is the product used for?

  • When is it used?

  • What situations is it used in?

  • What will be the most important functionality?

  • What’s the biggest risk to product delivery?




For confidentiality reasons I am unable to provide further information on the behind the scene process.




Design & Iteration

Following my extensive research phase, I was able to get my creative juice running, exploring different design directions via low fidelity designs with key stakeholders and iterating in rapid cycles along the way. This project adopted the lean UX approach, this means that at every point we were constantly testing and validating - to streamline feedback process and ensure improved outcomes.




Important Screens





Meeting Landing Page



My Role

I functioned as the UX designer in a team of 2 designers, a product manager, 2 front end and 3 back end engineers. I was responsible for user research, usability testing, wireframing and high fidelity prototyping.




Problem Statement

The goal of this project was to eliminate the need for physical tutelage while still ensuring that the “classroom feel” isn’t compromised. The premise is to allow tutors connect with their students whereby tutors can make use of an online whiteboard and other product features to seamlessly and intuitively deliver an emulation of a real world teaching experience. By extension, the platform can also be used as a playground where a user can quickly create a meeting and host a teaching (or any other) session.




Requirement Gathering, Scoping & Research process

The goal was to design a product that is easy to use and addresses frustrations that arise from using existing solutions, this way the product can truly stand out of out of competition. To achieve this I used the Double Diamond Model to explore issues divergently (exploring in an open manner) and convergently (taking more focused actions). Given that the product seeks to leverage on digital technology, I was able to recruit people to partake in a remote unmoderated study to gain insights on how this product can truly delight users.




Questions that influenced my design strategy

  • Do you think whiteboards belong in the past?

  • What is your favorite online collaboration tool and why?

  • Why are you consistent with using the above mentioned app?

  • Do you think learning and fun should be mentioned in the same sentence? If yes, why?

  • If you had the ability, what aspect of classroom learning would you eliminate?

In addition to the user interview, these questions formed the core framework for the project.

  • What is the product used for?

  • When is it used?

  • What situations is it used in?

  • What will be the most important functionality?

  • What’s the biggest risk to product delivery?




For confidentiality reasons I am unable to provide further information on the behind the scene process.




Design & Iteration

Following my extensive research phase, I was able to get my creative juice running, exploring different design directions via low fidelity designs with key stakeholders and iterating in rapid cycles along the way. This project adopted the lean UX approach, this means that at every point we were constantly testing and validating - to streamline feedback process and ensure improved outcomes.




Important Screens





Meeting Landing Page



My Role

I functioned as the UX designer in a team of 2 designers, a product manager, 2 front end and 3 back end engineers. I was responsible for user research, usability testing, wireframing and high fidelity prototyping.




Problem Statement

The goal of this project was to eliminate the need for physical tutelage while still ensuring that the “classroom feel” isn’t compromised. The premise is to allow tutors connect with their students whereby tutors can make use of an online whiteboard and other product features to seamlessly and intuitively deliver an emulation of a real world teaching experience. By extension, the platform can also be used as a playground where a user can quickly create a meeting and host a teaching (or any other) session.




Requirement Gathering, Scoping & Research process

The goal was to design a product that is easy to use and addresses frustrations that arise from using existing solutions, this way the product can truly stand out of out of competition. To achieve this I used the Double Diamond Model to explore issues divergently (exploring in an open manner) and convergently (taking more focused actions). Given that the product seeks to leverage on digital technology, I was able to recruit people to partake in a remote unmoderated study to gain insights on how this product can truly delight users.




Questions that influenced my design strategy

  • Do you think whiteboards belong in the past?

  • What is your favorite online collaboration tool and why?

  • Why are you consistent with using the above mentioned app?

  • Do you think learning and fun should be mentioned in the same sentence? If yes, why?

  • If you had the ability, what aspect of classroom learning would you eliminate?

In addition to the user interview, these questions formed the core framework for the project.

  • What is the product used for?

  • When is it used?

  • What situations is it used in?

  • What will be the most important functionality?

  • What’s the biggest risk to product delivery?




For confidentiality reasons I am unable to provide further information on the behind the scene process.




Design & Iteration

Following my extensive research phase, I was able to get my creative juice running, exploring different design directions via low fidelity designs with key stakeholders and iterating in rapid cycles along the way. This project adopted the lean UX approach, this means that at every point we were constantly testing and validating - to streamline feedback process and ensure improved outcomes.




Important Screens





Meeting Landing Page



I specialize in crafting exceptional digital experiences to help businesses achieve their goals.

Designed by Emmanuel Olubodun

I specialize in crafting exceptional digital experiences to help businesses achieve their goals.

Designed by Emmanuel Olubodun

I specialize in crafting exceptional digital experiences to help businesses achieve their goals.

Designed by Emmanuel Olubodun