Tools Used

Tools Used

Figma, Unity

Figma, Unity

My Role

My Role

UX/UI Designer & Researcher

UX/UI Designer & Researcher

Length

Length

3 Months

3 Months

Background

The Financial Advisors product for the Money vertical had not been redesigned in a long time and it was underperforming well below its potential. The business model for this product is based on partnerships with multiple financial advisor tools (Datalign, Zoe and SmartAsset) and funneling users into these tools, at which point U.S. News gets paid. However, U.S. News was also in the process of moving away from these partners and consolidating with a single new partner (AdvisorFinder). This new partnership also changed where U.S. News got its data from.

The work shown here was part of a phased plan for improving the entire experience, however, work is still ongoing for the redesign of the profile pages.

Results

The initial launch of the updated Financial Advisor Profile Cards have seen a meaningful increase in these key metrics.

The Lender Detail Cards will undergo usability testing soon to determine the best design to develop, but initial feedback from stakeholders including product and design leadership have been overwhelmingly positive.


Background

The Financial Advisors product for the Money vertical had not been redesigned in a long time and it was underperforming well below its potential. The business model for this product is based on partnerships with multiple financial advisor tools (Datalign, Zoe and SmartAsset) and funneling users into these tools, at which point U.S. News gets paid. However, U.S. News was also in the process of moving away from these partners and consolidating with a single new partner (AdvisorFinder). This new partnership also changed where U.S. News got its data from.

The work shown here was part of a phased plan for improving the entire experience, however, work is still ongoing for the redesign of the profile pages.

Results

The initial launch of the updated Financial Advisor Profile Cards have seen a meaningful increase in these key metrics.

The Lender Detail Cards will undergo usability testing soon to determine the best design to develop, but initial feedback from stakeholders including product and design leadership have been overwhelmingly positive.


Background

The Financial Advisors product for the Money vertical had not been redesigned in a long time and it was underperforming well below its potential. The business model for this product is based on partnerships with multiple financial advisor tools (Datalign, Zoe and SmartAsset) and funneling users into these tools, at which point U.S. News gets paid. However, U.S. News was also in the process of moving away from these partners and consolidating with a single new partner (AdvisorFinder). This new partnership also changed where U.S. News got its data from.

The work shown here was part of a phased plan for improving the entire experience, however, work is still ongoing for the redesign of the profile pages.

Results

The initial launch of the updated Financial Advisor Profile Cards have seen a meaningful increase in these key metrics.

The Lender Detail Cards will undergo usability testing soon to determine the best design to develop, but initial feedback from stakeholders including product and design leadership have been overwhelmingly positive.


8%

Click-Through-Rate Increase

Click-Through-Rate Increase

3%

Conversion Rate Increase

Conversion Rate Increase

Problem

Problem

  • Student Engagement: High school students need a way to engage with classroom content that expands on the traditional lecture format.

  • Teacher Resources: High school teachers need a way to easily expand their pool of resources to allow existing teacher strategies to engage and connect with students.

The Solution?

The Solution?

Bringing technology into classrooms can broaden the ways that students connect with their learning. So with the rising popularity of Virtual Reality, it may seem like a prime candidate for classroom adoption…

Bringing technology into classrooms can broaden the ways that students connect with their learning. So with the rising popularity of Virtual Reality, it may seem like a prime candidate for classroom adoption…

Virtual Reality?
Virtual Reality?
Virtual Reality?

A classroom full of students wearing VR goggles would very likely cause productivity issues. Combine that with the high cost and cultural hesitancy around pulling students out of the classroom and into a virtual environment, and VR isn't a perfect fit for classrooms.

A classroom full of students wearing VR goggles would very likely cause productivity issues. Combine that with the high cost and cultural hesitancy around pulling students out of the classroom and into a virtual environment, and VR isn't a perfect fit for classrooms.

A classroom full of students wearing VR goggles would very likely cause productivity issues. Combine that with the high cost and cultural hesitancy around pulling students out of the classroom and into a virtual environment, and VR isn't a perfect fit for classrooms.

Augmented Reality : )
Augmented Reality : )
Augmented Reality : )

Augmented reality on the other hand, pulls the digital environment into the real world. It doesn’t require any hardware other than a smartphone so most users don’t see an up front cost. And societally, AR apps are widely accepted and used, like Pokemon Go, which has 147 million monthly users.

If used correctly, AR could allow teachers to augment their classrooms to create incredible learning environments. And yet, most AR apps available to teachers are gimmicky or have a narrow content focus.

Augmented reality on the other hand, pulls the digital environment into the real world. It doesn’t require any hardware other than a smartphone so most users don’t see an up front cost. And societally, AR apps are widely accepted and used, like Pokemon Go, which has 147 million monthly users.

If used correctly, AR could allow teachers to augment their classrooms to create incredible learning environments. And yet, most AR apps available to teachers are gimmicky or have a narrow content focus.

Augmented reality on the other hand, pulls the digital environment into the real world. It doesn’t require any hardware other than a smartphone so most users don’t see an up front cost. And societally, AR apps are widely accepted and used, like Pokemon Go, which has 147 million monthly users.

If used correctly, AR could allow teachers to augment their classrooms to create incredible learning environments. And yet, most AR apps available to teachers are gimmicky or have a narrow content focus.

Augmented Reality Gallery Walks

Augmented Reality Gallery Walks

Teachers can simply print QR codes from the TeachAR website and stick them up around their classrooms. This gives teachers virtually an unlimited amount of content to use for gallery walks. Students can then use their smart phone devices to reveal the content and post comments.

Teachers can simply print QR codes from the TeachAR website and stick them up around their classrooms. This gives teachers virtually an unlimited amount of content to use for gallery walks. Students can then use their smart phone devices to reveal the content and post comments.

Why Gallery Walks

Why Gallery Walks

Gallery walks are a discussion technique that allows students to be actively engaged as they walk throughout the classroom. They work together in small groups to share ideas and respond to meaningful questions, documents, images, problem-solving situations or texts. Learn more by watching the video below!

Gallery walks are a discussion technique that allows students to be actively engaged as they walk throughout the classroom. They work together in small groups to share ideas and respond to meaningful questions, documents, images, problem-solving situations or texts. Learn more by watching the video below!

Interviews

Interviews

Interviews

We conducted 11 initial user interviews consisting of 4 teachers and 7 students. The goal behind the user interviews was to understand the perspectives of both teachers and students. We wanted to find a way that AR could be used in classrooms that would work with the way teacher already teach.

We conducted 11 initial user interviews consisting of 4 teachers and 7 students. The goal behind the user interviews was to understand the perspectives of both teachers and students. We wanted to find a way that AR could be used in classrooms that would work with the way teacher already teach.

Affinity Mapping

Affinity Mapping

This exercise helped us analyze our research findings, build team collaboration, and generate ideas for design solutions. This lead us to a popular teaching strategy, the gallery walk. 

This exercise helped us analyze our research findings, build team collaboration, and generate ideas for design solutions. This lead us to a popular teaching strategy, the gallery walk. 

Competitive Analysis

Competitive Landscape for Augmented Reality EdTech

Competitive Landscape for Augmented Reality EdTech

Existing educational AR platforms are either more focused on a broad and general population or they are focused on a very specific subject.

Our application is designed specifically to utilize existing teaching practices and can be applied to any subject area. 

Existing educational AR platforms are either more focused on a broad and general population or they are focused on a very specific subject.

Our application is designed specifically to utilize existing teaching practices and can be applied to any subject area. 

Market Opportunity

Market Opportunity

With even just a 0.1% market penetration of the 3.6 million teachers in the United States, TeachAR would achieve an annual recurring revenue of $144,00. 

With even just a 0.1% market penetration of the 3.6 million teachers in the United States, TeachAR would achieve an annual recurring revenue of $144,00. 

Storyboards

Storyboards

User Flows

User Flows

Mobile App (Student) User Flow

Desktop (Teacher) User Flow

Wireframes

Wireframes

We created wireframes for both mobile (for students) and desktop (for teachers). The desktop web app allows teachers to find/print content and create/schedule lesson plans, while the mobile app is the student’s tool for viewing gallery walks. After designing the wireframes, we prototyped them with InVision so that we could conduct usability testing.

We created wireframes for both mobile (for students) and desktop (for teachers). The desktop web app allows teachers to find/print content and create/schedule lesson plans, while the mobile app is the student’s tool for viewing gallery walks. After designing the wireframes, we prototyped them with InVision so that we could conduct usability testing.

Mobile (Student) Wireframes

Desktop (Teacher) Wireframes

User Testing Round 1

User Testing Round 1

This round of user testing was focused specifically on usability. We gave testers specific tasks that we considered to be the main user-experiences in order to catch any pain points early on in the design process.

This round of user testing was focused specifically on usability. We gave testers specific tasks that we considered to be the main user-experiences in order to catch any pain points early on in the design process.

Mid Fidelity Prototype

Mid Fidelity Prototype

Based on the feedback we gathered from the first round of testing, we made changes to the design to improve the user-friendliness of the application. We also began adding images and making other visual design improvements as well as adding more screens.

Based on the feedback we gathered from the first round of testing, we made changes to the design to improve the user-friendliness of the application. We also began adding images and making other visual design improvements as well as adding more screens.

High Fidelity Prototype

High Fidelity Prototype

Desktop App Mockup

Desktop App Mockup

TeachAR will also have a web version for teachers that will allow them to organize, schedule, and manage AR walks, as well as track student participation.

TeachAR will also have a web version for teachers that will allow them to organize, schedule, and manage AR walks, as well as track student participation.

Augmented Reality Demo

Augmented Reality Demo

We created a separate AR prototype using Unity in order to better communicate the concept.

We created a separate AR prototype using Unity in order to better communicate the concept.

Revised Mobile App Design

Revised Mobile App Design

After further review of the design I decided there were some inconsistencies and that the different colored backgrounds could possibly cause some confusion. The updated design below is more simplified and consistent.

After further review of the design I decided there were some inconsistencies and that the different colored backgrounds could possibly cause some confusion. The updated design below is more simplified and consistent.

Outcome

Outcome

1st Place - Mock Product Pitch with Real Venture Capitalist in Boulder, CO

1st Place - Mock Product Pitch with Real Venture Capitalist in Boulder, CO

The panel of venture capitalists were impressed by our pitch, which Cody Candler and I co-wrote and performed together. They were also intrigued by the potential for our app to improve the educational outcomes of primary eduction students.

The panel of venture capitalists were impressed by our pitch, which Cody Candler and I co-wrote and performed together. They were also intrigued by the potential for our app to improve the educational outcomes of primary eduction students.