Snapchat and Inspirit teamed up to explore how mixed reality could change the way we learn. The mission? To see if Snapchat lenses could really help students grasp math concepts better and score higher.
Shayna Willis, an experienced educator at Inspirit had selected some key math concepts that often challenge students. As the lead designer on the project, my task was to transform these concepts into immersive and interactive 3D experiences.
I've always felt that the same AR technology that makes games highly interactive and engaging seems dull and constrained in educational apps. This underutilisation meant that there was definitely a scope for improvement.
After concepting and prototyping many many designs, we finalised these four to be the final lenses used for the study.
The case study was focused on the integration of AR into the 8th-grade STEM curriculum, utilising Inspirit’s technology. The goal was to boost student engagement and comprehension of complex concepts such as volume, mass, and density through AR simulations.
Leveraging my background in game design and personal gaming experience, I applied gaming principles to create compelling learning experiences. This approach aimed to make educational content not only informative but also highly engaging, drawing students into the learning process with the same enthusiasm they might have for gaming.
To make the best use of a virtually interactive 3D environment, I designed scenes that required navigating around a large scale object which made learners move around physically.
Lens Kit's amazing physics features were also a great add-on to the immersion factor.
The user interface (UI) was designed to handle a diverse range of 3D objects, some requiring scientific accuracy, while being simple to use.
I chose single-touch inputs like sliders and buttons over multi-touch ones like text input or drop-downs to make sure the overall experience feels effortless.
I flavored the design with the gen-z vibe by adding some colors and playful stickers from the figma community.
I closely saw the transformative potential of 3D experiences in learning. Crafting these immersive interactions made me realise we can convert tedious or challenging concepts into captivating adventures.
WWF & IKEA on their mission towards sustainable agriculture made the Cotton Doctor app which allows farmers to access scientific data and expert advisory on weather, pest and many other vital crop related information.
But the farmers were not using the app despite its many benefits and on-ground promotions.
I conducted primary research to understand the issues and re-designed the app to make it more intuitive and enjoyable for the farmers.