A collaborative partnership with Ryerson University, RALE 2.0 is a platform for STEM professors to create lessons and labs for their students. The tool allows professors to access a library of AR experiences as an accompaniment to an experiment.
The tool allows access for professors and teaching assistants.
Role
Lead Designer
Platform
Desktop
Tools
Figma
Timeline
6 weeks
Looking at online learning platforms was a good starting point to see how information was relayed to users. By using benchmarks such as Duolingo and Skillshare, we learned what methods of importing data were the most effective.
We spoke with 4 Ryerson professors to better understand their needs as educators and how to enrich their student’s experience.
We created two personas for the professors and their students. The personas aided in creating empathy for our users based off of our data collected from market research and the user interviews.
Using the persona’s and the collected data, we created a journey map to better identify opportunities for a positive user experience.
Using the information we collected from the interviews and the new opportunities we found, we created user stories and epics. We also looked at how courses were structured and the different types of assets that would be needed.
The task flow specifically detailed how the professor would access and create information. It also detailed where artifacts would live within the application.
The user stories and task flow served as the basis for creating the initial concepts for the application. The wireframes are visualizations to communicated where features would be accessed, and the feasibility of the design as a whole.
Since the backend of this platform was based on previous structures within the internal operations of Nextech, we used a similar colour palette and system. Using a muted palette, bold accent colours, and a free illustration pack we created the brand guidelines for RALE 2.0.
The user stories and task flow served as the basis for creating the initial concepts for the application. The wireframes are visualizations to communicated where features would be accessed, and the feasibility of the design as a whole.
The home page has quick links to the professor’s courses and to create a new lessons.
The page is divided between the course lessons and class sections. Each lesson denotes whether it is a draft, published, or hidden. The TA’s are also readily accessible on each lesson, as they can change from week to week.
Creating a lesson outline was broken down into 4 steps: Adding the lesson details, adding an overview for students, choosing the appropriate activities, and confirming your choices. From there, the professor could add more details once the lesson was created.
Since there were multiple components that the professor could choose to add to a lesson, we created a dashboard so that the professor could see their progress in completing their lesson.
Experiments could be straightforward or complex. We added the ability to integrate multiple resources to each step so that students could access everything they needed to complete their course work.
We created a library of AR experiences so that professors could select the appropriate experience for their students. These could be part of the experiment while students were learning from home on any mobile device.
Giving professors to assess their students was essential. Quizzes could be generated with multiple choice or short answer questions. Making it simple to create new quizzes or copy previous quizzes was also an important feature.