Archives for January 2021

January 28, 2021 - No Comments!

How to Pivot Your edTech Product Directly to Consumers

As an edTech firm, you've already seen the push for learning products that work in the home. Does that mean it's time to adopt a new, business-to-consumer (B2C) strategy?

After all, you're used to designing products that help teachers facilitate a learning experience in the classroom. And you're used to marketing to administrators who want solutions their entire district can adopt.

The shift to a B2C strategy takes an entirely new mindset. In the direct-to-consumer model, you'll make or redesign learning products for an entirely new buyer—parents—that work in an entirely new environment—the home. This scenario opens up a new set of design questions, challenges, and rewards.

We're here to help you make the leap.

How COVID-19 Changed Traditional Classrooms and Classroom Technology

COVID-19 has underscored the importance of being able to learn anywhere—not just in a classroom setting. Thanks to remote learning, teachers have created greater continuity between technology used in the classroom and technology used in the home.

As a result, parents now understand they can have a more active role in their child's education. They'll take on that role as a more regular buyer and facilitator of edTech. Since students are now spending more time in front of screens, parents will want the hours their children devote to an app or a computer to be used for high-quality learning experiences.

With parents taking the lead in edTech consumption, the demand for highly engaging learning tools and digital experiences will only continue to grow. New digital experiences can even be student-led, or take place outside of a formal curriculum. While students won't necessarily engage with products that look and feel like school in the home, they can still learn from fun or engaging products.

Even as life returns to normal, these industry-wide shifts won't disappear any time soon. Traditional education publishers and edTech start-ups now have a good case for expanding their reach and putting high-quality content directly in front of consumers.

Here are three suggestions you can use to get started with your own pivot to the B2C market.

Lean on User Experience Research (UXR)

If teachers and students typically use your product in a school setting, you'll have to re-think your approach to both UXR and testing as you pivot to the consumer market.

We tend to think about schools as controlled environments, but individual homes are more of a wild card. Preparing to address this new environment should help you generate an entirely different set of questions about functionality, accessibility, and user needs. For example:

  • Are parents the buyer persona for your product?
  • Do they need their own portal?
  • How much onboarding support will a student need outside of a school environment to use your product effectively?
  • Will parents be the ones who provide that onboarding support?

In addition to researching and testing your product with both parents and kids, you'll have to cast a wider net in order to find the right number of subjects. Unlike testing products designed for a more formal educational environment, you won't have to rely as heavily on subject matter or teaching experts for feedback.

UserTesting.com and other virtual learning platforms can help you recruit the new types of users you're looking for. Use your company's networks to find as many people as you can without narrowing your field too drastically. You'll want to develop the right balance of both ethnic and geographic diversity to get the results that will be most helpful for your UXR process.

Address the Biggest edTech Concerns of Parents

Learning products have a completely different set of stakes in the home environment. Unlike teachers, parents aren't under the same amount of pressure to push kids across a finish line or encourage them to stick with a tool that challenges them.

Parents do, however, have a different set of emotional concerns than educators. From screen time to physiological well-being, parents have a heightened awareness of their child's relationship to technology in the home.

All parents hope their "student" user will stay engaged with a learning product for their own benefit. From a design standpoint, we encourage clients pivoting to the consumer market to embrace gameplay and problem-solving narratives. Consumer products can deliver rich gaming experiences that teachers wouldn't necessarily be interested in—or have time to incorporate into their curriculum. Consumer learning products can also incorporate fun activities with game mechanics, like DuoLingo, to keep students engaged as they learn new concepts.

With the rise of remote learning, parents also want their child's social-emotional learning (SEL) to stay on track. By placing a greater emphasis on the social aspect of your game or product, you can build community, even among young users. In school environments, the community component of edTech products is automatically safe and controlled. While this can be a challenge to address in consumer eTech products, building safe communities ultimately helps with SEL growth and addresses fundamental parent concerns about technology in the home.

Involve Marketing Stakeholders in edTech Product Design

From a marketing perspective, pivoting your edTech product from a B2B to B2C model could be a significant challenge. As an edTech company, you likely market directly to educators and administrators, which means you don't already have strong consumer marketing channels in place.

That doesn't mean your pivot won't work—just that you need to develop a different strategy to ensure your pivot is a successful one!

If you're considering marketing directly to consumers, it's important to involve your marketing stakeholders from the beginning stages of product design. Strong UX designers can provide your marketing team with basic guidance about how to reach parents, rather than an educator or administrator, with the right values-based language.

Parents need reassurance that their child will enjoy and engage with your product. After all, even when you're marketing edTech products directly to consumers, you're still selling a learning tool designed for skill development, rather than pure entertainment. By participating in early design meetings, your marketing team can think through parent needs and expectations as your product's features come to life.

Through competitive research and experience in the field, your designers might also suggest consumer companies that could make a good fit for distribution partnerships. You may want to bring in a consumer marketing company as a consultancy for even more rigorous support. Whatever route you take, the sooner you involve marketing stakeholders in the design process, the sooner your new B2C marketing and distribution strategy can take shape.

By embracing user experience research, cultivating a deeper understanding of your parent persona, and collaborating with your marketing team, you'll be able to pivot your product from B2B to B2C with ease. Now that edTech has changed for good, your company will also be ready to address the ongoing challenges of remote and hybrid learning with engaging, high-quality learning content. Learning can happen anywhere—but only if you design the right tools to facilitate it.

Want to talk more about the UX solutions that can help your edTech product take off in the consumer market? Contact us!

January 28, 2021 - No Comments!

Three Ways to Leverage UXR Before You Build Your edTech Product

You know how important it is to get feedback on your product from your users during user testing. So why wait until after you've designed your product to get started?

Changing your approach to user testing and UXR can help you organize your edTech product strategy, avoid confirmation bias, and build an even stronger product. You'll likely save money in the long run, too.

Even if you've traditionally employed user testing once your product is built, it's not too late to adopt a new approach. Here are three ways you can weave user testing throughout the discovery and design process to build a better product.

Let edTech UX Research Guide Your Design Strategy

When it comes to designing edTech products, the best solutions are generated by getting to know actual users.  By adopting user testing earlier in the discovery and design process, you'll be able to identify the pain points, needs, and frustrations of the real people who will rely on your product to meet their goals. You'll also gain greater insight into your users' needs, instead of what you might assume their needs to be.

If you let it, UXR can guide your overall design strategy. The needs you address through design and feature prioritization will come from real people and detailed interviews. Maybe you've even watched as a student struggled to log in without help from an adult, or as a teacher strained to organize their data using your tool.

When you see users face challenges in real time, you're ultimately able to design a better experience. Instead of isolating an element of user testing to prove what you already believe, or ignoring user feedback that contradicts your original assumptions, you gather user data that makes a lasting impact on your product.

By developing a more nuanced understanding of your users and their challenges, you can guide strategic discussions with internal stakeholders more effectively. If stakeholders come to understand user challenges through the lens of specific interviewees, your company's users will become more real. This process will help your strategic conversations about product design become both more grounded and more productive.

Create More Accurate Personas Ahead of an edTech Product Redesign

If your goal is to redesign a particular feature, you'll want to know why something isn't working.

Test your current product with users in order to identify problems and produce better solutions. You may even want to interview users more broadly about the product by asking them to discuss the things they find frustrating or the ideas they have for improving a particular workflow.

As you observe users engaging with the product, you should be able to identify where a user flow breaks down. You may even discover that the problem you originally identified isn't the same challenge a user demonstrates during testing. All of this data gives you a helpful design benchmark before you ever begin the redesign process.

When you really stop to think about it, executing on real feedback from users doesn't take long—and you'll have built a stronger product in the end. It's a win-win.

Establish Feature Priorities for Your Next edTech Product

Thinking about how to prioritize the features for your next edTech product? The sooner you loop in your users, the better.

For example, if you want the perspective of an administrator or a teacher to guide your feature priorities, set up user interviews as early as you can. Interview 3 or 4 people from your target user group and identify the trends that emerge from those conversations. Even if the interviewees have different roles within your product, their perspectives can help you identify what users really need.

Bring your findings to discovery meetings, long before any real decisions are made about the product or its release. During discovery, you'll learn whether your findings align with the assumptions from other internal stakeholders. Compare and contrast! Which needs are the same? Which are different? Used in this way, UXR results can really facilitate collaboration and help you align with all the stakeholders in your company.

From prioritizing new features to redesigning old ones, UXR works best when it's woven throughout the strategic design process. Not only can you use the results to educate and inform internal stakeholders, but you can also use UXR to facilitate collaboration and accelerate strategic decision-making. In the end, you'll wind up with a better picture of who your users really are. You'll also design a product that truly solves for real challenges faced by teachers and students—a result that's well worth the investment in UXR.

January 19, 2021 - No Comments!

How to Integrate Your Development Team into the Creative Process

As remote learning becomes the norm, your UX design and development teams need to be even more thoughtful about how teachers use technology to reach their students.

From making it clear to teachers which of their screens is being shared during a Zoom lesson to providing innovative features for SEL growth and peer learning, our tech and design collaborations matter to the users who depend on our products.

Backpack Interactive is lucky enough to collaborate with incredible development teams. Our special creative partnerships with developers shape the work we've done with national brands, including Scholastic and Lego, and inform our approach to agile development.

With our insights from decades-long collaborations, you can infuse more creativity into your UX design and development collaborations and make better products from the ground up.

Ease Workflow Issues through Agile Development Practices

Agile development practices help you coordinate your design and development teams and work backwards from an objective or deadline. But staying flexible throughout this process also helps your entire team come up with creative approaches to design challenges.

For design teams, it's important to work closely with clients and stakeholders to define the problem or experience. The better you understand a design challenge conceptually, the easier it will be to clarify your project parameters with a development team and start riffing on potential solutions.

As design and technology needs are defined along the way, the end product becomes clearer. Ideally, this collaboration is what creates the best possible version of the product you were hired to build.

That's why working backwards is so important. You'll be able to think proactively about your timeline and develop solutions that fit the parameters of your deadline. Both you and your development team should work together to determine what an iterative road to a major feature goal looks like.

You might be surprised by what solutions jump out at you during these collaborations. Some feature ideas or solutions might not even be part of the original brief. Even so, they could support user needs or client business goals in new, innovative, and more efficient ways.

This process takes time—and mutual trust. Now that we're all working remotely, it's more important than ever to give collaborations between design and development teams more breathing room. If you're tightly scheduling meetings and sprints or making detailed agendas, you'll have less time for creative thinking and problem solving.

Identify More Technology Opportunities with Annotated Wireframes

Developers have plenty of know-how. But if your designers simply deliver their vision without considering the perspective of the development team, everyone misses out on technology opportunities.

Annotated wireframes are the best way to involve your development team throughout the process. Developers can make annotations on wireframes to discuss the functionality and feasibility of your team's UX solutions, so you're all thinking a few steps ahead. This is also the perfect system for developers to test edge cases or specific user cases and search for solutions early in the process.

Done well, annotated wireframes also provide a formally documented design and technology conversation that outlines solutions to real problems. Not every design project treats wireframes as an opportunity for collaboration. For this reason, it's important that both sides stay open to change throughout this process. Ultimately, a flexible conversation will produce better, more creative solutions to both design and technology challenges.

Once your design team and your development team have mastered the fundamentals of teamwork, both teams are freed up to be more creative. The best collaborations lead to innovative or human-centered products by anticipating sticking points and building a stronger product from the ground up.

Roll Out a Proof-of-Concept to Test the Viability of Your UX and Technology

By nature, proofs-of-concept are quick, lightweight ways to demonstrate your proposed solution to a specific design challenge. They ensure your approach will work and deliver on the feel of the product. Done well, they can speed stakeholder buy-in or approval.

A proof-of-concept can even be small—a piece of code that helps designers test out what an experience would be like for the user. Does animation between screens solve a visual transition issue? Can you design a reactive behavior into the experience to help a user understand their next step? (Think log-in fields that shake when a user mis-remembers their password.)

Working with your development team to build and test a proof-of-concept is especially important right now. We don't know how learning tools designed for the classroom will translate to remote learning environments. This means we need to test out new ideas even more quickly By staying open to new, creative solutions, we'll meet the needs of teachers and students as they navigate working and learning from home.

We know that not every development team wants to participate in a partnership with UX designers. For development teams, iteration is more often about adhering to specific parameters rather than trying to solve unique design problems.

However, if you only focus on a project's design and technology parameters, you might not create the best possible product. It's important to stay open to the possibility that the product can get better along the way.

Working this way also requires a lot of trust between the client, your design and UX teams, and your development team. But if everyone accepts that the product can get better along the way, you'll create break-through moments where every member of the team can showcase their creative abilities.

For Backpack Interactive, proof-of-concept designs are one of the most exciting ways to create those break-through moments. They help us find more viable solutions that meet the needs of our users. They also shine a spotlight on the creative thinking of our development collaborators.

How to Stand Up a Stellar Digital Experience in 6 Weeks Flat: A LEGO Case Study

LEGO: Passport to Mars is a suite of interactive educational games designed to teach children ages 7 to 10 about space travel and teamwork. It also offers a postcard generator, so children can create and send messages featuring their LEGO models to friends and family.

Our biggest design challenge was to help children learn complex ideas through story and gameplay, all while delivering on visual presentation. To meet the tight deadline, we knew we had to work in an agile, collaborative partnership with one of our favorite development teams—the folks at Atomic.

Delivering on Delight—without a Database

In order to focus on storytelling, we spent several days storyboarding activities for gameplay rather than developing wireframes. Because we provided our development team with fewer technical specifications at the outset of the project, they wrote more creative code that addressed functionality and sequencing in unique ways. For example, they came up with playful solutions for syncing up animation to audio, and we adapted our visual designs to better fit their suggestions.

Collaboration with the Atomic team throughout this process was crucial. Early in the process, we discovered there wasn't enough time to properly implement a database on the back end. To compensate, we designed individual postcards by creating artwork for every possible outcome a child might choose. This way, we were still able to provide a customizable postcard experience, even if the images couldn't be generated dynamically on the back end. This solution worked solely because we collaborated in lockstep with our development team. Atomic helped us develop strong organizing solutions for the project's graphic assets. They also created prototypes to ensure our design work-around would be successful.

The Technological Challenge of Rendering AR in a Browser Environment

Our next design and technology challenge arose when trying to render augmented reality (AR) in a browser environment rather than app. The intent was to design a great experience for children who might just be learning what AR is and how it works. In LEGO: Passport to Mars, this means that some children can scan their LEGO model and experience it in a virtual environment. Children without their own LEGO models experience animated versions that are just as fun to look at and explore.

From a technological standpoint, few open source options for browser-based AR existed. To work around this technical constraint, we hired a 3D animator to develop a proof-of-concept. Our animator brought a LEGO rocket model to life with billowing smoke and created a LEGO lunar buggy that picks up equipment and places it in a cargo bed. Both UX and visual design had to work backwards to address the technology limitations around AR and accomplish the goal by only using the tech our teams had access to.

Working this way can be both challenging and productive. As a design team, we were deeply involved in the technology decisions behind LEGO: Passport to Mars. This collaboration made the final experience stronger, more functional, and more fun. When design and development teams work in environments of mutual trust and creativity, great things happen.

Want to work collaboratively with a design team to solve technology issues in your next product? Contact us!