Prototyping Solutions for Gen Z's Learning and Well-Being in the Digital Shift

Prototyping Solutions for Gen Z's Learning and Well-Being in the Digital Shift

Prototyping Solutions for Gen Z's Learning and Well-Being in the Digital Shift

Digitisation, accelerated by COVID-19, has upended traditional education, transforming classrooms into a new and unfamiliar online world, fundamentally reshaping the learning experience. This shift has left many Gen Z students grappling with challenges that not only undermine their time management and productivity but also disrupt their ability to prioritise well-being, particularly mental health.

Digitisation, accelerated by COVID-19, has upended traditional education, transforming classrooms into a new and unfamiliar online world, fundamentally reshaping the learning experience. This shift has left many Gen Z students grappling with challenges that not only undermine their time management and productivity but also disrupt their ability to prioritise well-being, particularly mental health.

Digitisation, accelerated by COVID-19, has upended traditional education, transforming classrooms into a new and unfamiliar online world, fundamentally reshaping the learning experience. This shift has left many Gen Z students grappling with challenges that not only undermine their time management and productivity but also disrupt their ability to prioritise well-being, particularly mental health.

Client

Services

User Research & Ideation

Industries

Productivity App Market

Date

2023

Dashboard Sidebar Close Up
Dashboard Sidebar Close Up
Dashboard Sidebar Close Up

With this issue prevalent across various contexts, Our research aimed to explore how technology is disrupting learning, focusing specifically on the university environment. To gain deeper insights, we employed a range of research methods, including surveys, interviews, and desktop analysis, engaging with over 170+ students from diverse degrees and backgrounds. Our goal was to assess the severity of the issue, uncover its nuances, and observe shifts in learning behaviours and attitudes. Key themes from our research revealed five critical factors that significantly impacted students' productivity: difficulties in sustaining focus, limited social interaction in online environments, lack of motivation, struggles to balance personal life and education, and the overwhelming nature of larger university tasks. To better understand and address these challenges, we developed two artefacts. The first was a comprehensive journey map, outlining pivotal events and experiences in a student's life, while identifying key intervention points. The second artefact was a detailed persona representing our target user, offering valuable insights into their characteristics, needs, and pain points. Building on these insights, we facilitated a co-design workshop with peers and participants. The first part of the session focused on generating ideas and solutions across the 'identified' intervention points, resulting in a range of interesting, relevant, and valuable concepts. The latter part of the workshop centred on prioritisation, helping us evaluate the feasibility, value, and effort required to reach consensus on a minimum viable product (MVP). From this, we honed in on a series of features that, when connected, could deliver significant value for users. We then mapped and designed these features into comprehensive flows and wireframes.

With this issue prevalent across various contexts, Our research aimed to explore how technology is disrupting learning, focusing specifically on the university environment. To gain deeper insights, we employed a range of research methods, including surveys, interviews, and desktop analysis, engaging with over 170+ students from diverse degrees and backgrounds. Our goal was to assess the severity of the issue, uncover its nuances, and observe shifts in learning behaviours and attitudes. Key themes from our research revealed five critical factors that significantly impacted students' productivity: difficulties in sustaining focus, limited social interaction in online environments, lack of motivation, struggles to balance personal life and education, and the overwhelming nature of larger university tasks. To better understand and address these challenges, we developed two artefacts. The first was a comprehensive journey map, outlining pivotal events and experiences in a student's life, while identifying key intervention points. The second artefact was a detailed persona representing our target user, offering valuable insights into their characteristics, needs, and pain points. Building on these insights, we facilitated a co-design workshop with peers and participants. The first part of the session focused on generating ideas and solutions across the 'identified' intervention points, resulting in a range of interesting, relevant, and valuable concepts. The latter part of the workshop centred on prioritisation, helping us evaluate the feasibility, value, and effort required to reach consensus on a minimum viable product (MVP). From this, we honed in on a series of features that, when connected, could deliver significant value for users. We then mapped and designed these features into comprehensive flows and wireframes.

With this issue prevalent across various contexts, Our research aimed to explore how technology is disrupting learning, focusing specifically on the university environment. To gain deeper insights, we employed a range of research methods, including surveys, interviews, and desktop analysis, engaging with over 170+ students from diverse degrees and backgrounds. Our goal was to assess the severity of the issue, uncover its nuances, and observe shifts in learning behaviours and attitudes. Key themes from our research revealed five critical factors that significantly impacted students' productivity: difficulties in sustaining focus, limited social interaction in online environments, lack of motivation, struggles to balance personal life and education, and the overwhelming nature of larger university tasks. To better understand and address these challenges, we developed two artefacts. The first was a comprehensive journey map, outlining pivotal events and experiences in a student's life, while identifying key intervention points. The second artefact was a detailed persona representing our target user, offering valuable insights into their characteristics, needs, and pain points. Building on these insights, we facilitated a co-design workshop with peers and participants. The first part of the session focused on generating ideas and solutions across the 'identified' intervention points, resulting in a range of interesting, relevant, and valuable concepts. The latter part of the workshop centred on prioritisation, helping us evaluate the feasibility, value, and effort required to reach consensus on a minimum viable product (MVP). From this, we honed in on a series of features that, when connected, could deliver significant value for users. We then mapped and designed these features into comprehensive flows and wireframes.

Full Dashboard
Full Dashboard
Full Dashboard
Extracted currency modules
Extracted currency modules
Extracted currency modules
Full Dashboard with Sidebar
Full Dashboard with Sidebar
Full Dashboard with Sidebar

The MVP and Key Features: Based on the research insights, our MVP focused on three core features aimed at addressing students' productivity and well-being challenges: To-Do Lists: A simple yet effective tool that helps students manage and prioritise tasks, reducing anxiety and overwhelm by breaking down larger academic projects into manageable steps. Focus Room: A virtual, immersive study environment accessible from anywhere, designed to enhance concentration. Utilising techniques like the Pomodoro method, this space empowers students to manage their time effectively and balance study with personal life. Distraction Blocker: Paired with the Focus Room, this feature minimises distractions by reintroducing controlled friction, helping students maintain focus and create a distraction-free study environment, boosting productivity. These interconnected features, mapped into comprehensive user flows, aim to alleviate key pain points identified in our research, fostering better time management, focus, and overall well-being for Gen Z students. Using a mid-fidelity prototype, we conducted user testing to observe these features in a 'live' environment and assess whether they delivered value. The sessions provided valuable insights, revealing issues related to naming conventions, communication challenges, and general functionality. These findings fed into the next round of iterative design, allowing us to make adjustments and improvements to the product. The outcome of the prototype demonstrated its potential to effectively address key pain points around time management, productivity, and prioritisation for students. By tackling these challenges, the prototype showed promise in significantly reducing stress and anxiety, ultimately helping students establish a more positive state of mental health and overall well-being.

The MVP and Key Features: Based on the research insights, our MVP focused on three core features aimed at addressing students' productivity and well-being challenges: To-Do Lists: A simple yet effective tool that helps students manage and prioritise tasks, reducing anxiety and overwhelm by breaking down larger academic projects into manageable steps. Focus Room: A virtual, immersive study environment accessible from anywhere, designed to enhance concentration. Utilising techniques like the Pomodoro method, this space empowers students to manage their time effectively and balance study with personal life. Distraction Blocker: Paired with the Focus Room, this feature minimises distractions by reintroducing controlled friction, helping students maintain focus and create a distraction-free study environment, boosting productivity. These interconnected features, mapped into comprehensive user flows, aim to alleviate key pain points identified in our research, fostering better time management, focus, and overall well-being for Gen Z students. Using a mid-fidelity prototype, we conducted user testing to observe these features in a 'live' environment and assess whether they delivered value. The sessions provided valuable insights, revealing issues related to naming conventions, communication challenges, and general functionality. These findings fed into the next round of iterative design, allowing us to make adjustments and improvements to the product. The outcome of the prototype demonstrated its potential to effectively address key pain points around time management, productivity, and prioritisation for students. By tackling these challenges, the prototype showed promise in significantly reducing stress and anxiety, ultimately helping students establish a more positive state of mental health and overall well-being.

The MVP and Key Features: Based on the research insights, our MVP focused on three core features aimed at addressing students' productivity and well-being challenges: To-Do Lists: A simple yet effective tool that helps students manage and prioritise tasks, reducing anxiety and overwhelm by breaking down larger academic projects into manageable steps. Focus Room: A virtual, immersive study environment accessible from anywhere, designed to enhance concentration. Utilising techniques like the Pomodoro method, this space empowers students to manage their time effectively and balance study with personal life. Distraction Blocker: Paired with the Focus Room, this feature minimises distractions by reintroducing controlled friction, helping students maintain focus and create a distraction-free study environment, boosting productivity. These interconnected features, mapped into comprehensive user flows, aim to alleviate key pain points identified in our research, fostering better time management, focus, and overall well-being for Gen Z students. Using a mid-fidelity prototype, we conducted user testing to observe these features in a 'live' environment and assess whether they delivered value. The sessions provided valuable insights, revealing issues related to naming conventions, communication challenges, and general functionality. These findings fed into the next round of iterative design, allowing us to make adjustments and improvements to the product. The outcome of the prototype demonstrated its potential to effectively address key pain points around time management, productivity, and prioritisation for students. By tackling these challenges, the prototype showed promise in significantly reducing stress and anxiety, ultimately helping students establish a more positive state of mental health and overall well-being.