All Posts in Product Development

January 29, 2019 - No Comments!

Panel: From Spark to Sprints

On January 24th, I had the privilege of moderating a panel to discuss what inspires a really exceptional edTech product. Megan Artin and Adam Young joined me to discuss everything from the broad conceptual purposes of educational technology (The Spark) to the nuts and bolts of how to manage large, enterprise product development (The Sprints).

What a great group for the discussion! Megan is an articulate and seasoned Product Owner and president of ArtWright Ventures. Adam is an engineering leader in the education world and president of Atomic Software. The night was sponsored by the NYEdTech Meetup, and Mike Kleba and Jessica Millstone emceed and coordinated the fun event.

While the three of us have collaborated for years, many of my questions for the panelists centered around a specific product our companies developed for Scholastic called Literacy Pro. We all agreed that the process we followed had rendered remarkable results and was worth examining. Through discussion and infographics, we managed to distill down the elements that made the process so special.

Some of the most lively parts of the talk were moments when we didn't all agree. Adam Young held steadfast that once the "The Spark" is established, that is, the big guiding idea that defines a product's specialness and purpose, it should never change. I contend that the Spark always evolves during the development cycle, as teams revisit its meaning.

Thanks to the over 70 attendees who braved the rain and cold to come out, network and ask smart, poignant questions. We couldn't have fit everyone without Atomic's large, cheery space. Also a shout out to Team Backpack, who worked behind the scenes to make sure everything ran smoothly and looked great.

Check out the case study.

 

July 25, 2018 - No Comments!

Personalized Digital Rewards Are the Future of EdTech

“I’m missing basketball,” a student called out, interrupting our demonstration. I was with my design team at the Boys & Girls Club of Hudson County in Jersey City, N.J., piloting a web-based learning program called My.Future. Designed to bolster the beloved national organization’s after-school offerings in STEM and career-readiness, My.Future helps Boys & Girls Club members follow their passions, set goals, and earn badges for their accomplishments.

As you can tell from this student’s reaction, not everyone was on board with the learning tool. But once students had a chance to scroll through potential badges they could earn for computer science, leadership, and media making, the dynamic in the room changed. “What’s that?” asked the same student, pointing to a badge with glowing, golden headphones. “How do I get that?”

Well-designed digital badges and rewards, like the golden headphones from My.Future, engage students and their imaginations. But digital rewards in EdTech are most powerful when they’re used to help students set personalized learning goals. While I’ve long believed that educational products can harness digital reward systems to make self-directed learning more fun, our round of beta testing at the Boys & Girls Club confirmed what the research suggests. Combining learning incentives with self-directed learning makes digital education tools more effective.  

Giving students the opportunity to set learning goals makes education more fun, teaches students about the importance of persistence, and most importantly, improves student learning outcomes. In a recent study conducted by RAND Education and the Bill and Melinda Gates Foundation, for example, researchers found that personalized student learning improves outcomes, regardless of student ability. In other words, give students the opportunity to choose and track personal learning goals, and their outcomes in both math and reading will skyrocket.

When edTech software gamifies learning by offering students levels to conquer, points to accumulate, and badges to earn in pursuit of a goal, it gives students more opportunities to engage and delight in their education. Students report that they enjoy the learning process more when activities allow them to take an active role and engage directly with material. Higher engagement rates also make students more persistent when they encounter setbacks—helping them to develop more grit. Simply put, students work better and harder when they feel like an active participant in the classroom.

But edTech wasn’t first to figure this out—teachers were. Both project-driven learning and student-centered learning give students more autonomy in the classroom, allowing them to drive discussions, pursue their interests, and set meaningful goals. When teachers combine personalized instruction with incentive-driven in-class projects, they tend to see benefits like improved student motivation and better learning retention, too. Some research even suggests that teachers who prioritize goal-setting also experience fewer disciplinary problems, simply because their students are more engaged.

This is the research driving our most recent project for LIteracy Pro, a Scholastic reading tool that helps students choose their own books and set their own reading goals. Students swipe left or right on book covers, matching themselves to books that seem interesting. The software then offers a simple prompt: “How many minutes will you read each week?” Students can track how well they’re doing against their goal, perhaps even deciding to read more and more each night—ultimately blowing their goal out of the water without effort.

edTech can—and should—be designing more goal-driven software that helps teachers achieve learning outcomes, even as we continue to experiment with eye-catching, personalized rewards. There are a few products on the market that do this well—like DIY.org, Khan Academy, and offerings from Amplify—but we can do more as an industry to embrace and enhance what works in the classroom. And it would be relatively easy to implement, too. Digital products already designed to personalize a user’s experience can extend this idea further, rewarding learners when they achieve a goal. Rewards can be simple, like the ability to customize an avatar, “unlock” new content, or play a mini-game. Learners connect with what appeals to them most, deepening both engagement and delight.

Now, more than ever, it’s crucial for edTech to foster trust with educators by listening and responding to their concerns. In a recent Gallup survey, many educators expressed a reluctance to adopt technology in the classroom because they don’t believe edTech products meet student needs. But our industry has the capacity to design software that helps teachers meet national standards and drive student learning outcomes.

In my view, the most successful of these products will effectively combine self-motivation with personalized digital rewards — and harness all the positive outcomes that come along with increased student engagement. Personalized goal-setting software also offers compelling solutions for educators who need technology that adapts to learners with disabilities, or that scales effectively in the classroom. In fact, personalized digital rewards powered by student-driven goal-setting could be what finally wins teachers over.

It’s time to help teachers empower their students, and for students to engage and delight in their own learning. We already know that a badge with golden headphones can capture the attention of a reluctant learner—it’s what happens next that might at long last fulfill the promise of edTech.

This article was originally published in Crain's New York.

January 23, 2018 - No Comments!

Meet Backpack Interactive!

SOS Brooklyn, an award-winning creative design and strategy agency that creates interactive and personalized user experiences (UX), today announced the launch of their next chapter, Backpack Interactive. Driven by 18 years of experience in the edTech world and a passion to serve as champions of the end user, the new division will create high-impact learning solutions for teachers and students.

“Today’s learners grew up with devices in their hands, so they are sophisticated consumers of digital-product design,” said Sean Oakes, the Principal and Co-founder of SOS Brooklyn and Backpack Interactive. “Then they get to school and see software that’s just a vehicle to present math, reading or science content, with not enough emphasis on making learning fun and engaging. Backpack Interactive will help our clients support struggling students and engage gifted students by building interactive tools that have a long-lasting, powerful effect on deep learning.”

Working to create edtech products for non-profits, governmental agencies, and leading education companies, SOS Brooklyn has played a role in refining tools like NYCEDC’s Waterfront Navigator, Scholastic’s Leveled Bookroom Accelerator, and Learning Ally’s LINK app, an audiobook reader for students with dyslexia and other learning disabilities.

“I love to see learning that happens where it doesn’t feel like a learning product, whether it’s through great games or creating an easy-to-use environment that a student didn’t expect,” said Oakes. “We take our inspiration from how people play. Students are most comfortable when education doesn’t feel like a task or a job. To truly connect with them, we combine our UX expertise and our extensive knowledge of the learning process to deliver a product equivalent to the experience they have when interacting with their favorite teacher.”

Backpack Interactive brings this dynamic, user-centric approach to its work with leading educational technology providers, creating engaging and understandable experiences for both teachers and students. “If we can streamline the structure and flow of a product, then we can prioritize learning and not learning the software,” said Oakes.

The team at SOS Brooklyn has spent the greater part of 20 years building digital and web-based educational products. With the formation of Backpack Interactive, they’re putting education technology at the center of what they do, continuing to build on their expertise and share their knowledge. “We know that software can be more than a slightly educational babysitter,” concluded Oakes, “Backpack Interactive will help our clients bridge the design gap, building digital products that create transformative educational experiences for teachers and learners.” 

About SOS Brooklyn & Backpack Interactive

SOS Brooklyn is a creative studio devoted to helping organizations communicate ideas that make a difference. Founded in 2000, the studio has built their business on turning content into interactive solutions that engage audiences and motivate them to act. Their strategy, UX, and design work has earned them CODiE, Webby, and multiple W3 awards.

Backpack Interactive brings this expertise and innovation to education technology, creating high-impact, interactive learning experiences and offering everything needed to conceptualize, design, and build exceptional digital products. To learn more, please visit BackpackInteractive.com.