All Posts in Operational UX strategy

July 28, 2021 - 1 comment.

UX in Education: Why UX Designers are the Learning Engineers of the Future

When it comes to designing UX in education, a generalist approach to product design and user experience simply doesn't cut it.

Learning products have very different requirements than consumer tech. They're used by teachers and students in school environments to achieve high-stakes outcomes. 

That's why it's even more important to base the UX of learning tools on research that reflects how students learn most effectively. By specializing in learning science, product design, and user research, UX designers in education are poised to become the learning engineers of the future.

What Makes UX in Education Different

A great UX designer in education understands how to reflect good pedagogy and learning science through the medium of a digital learning tool. edTech products must help students learn effectively, and UX designers play a special role in choosing the features that facilitate learning.

When UX designers have the right background in learning science, pedagogy, and product design, they create transformative learning products. This level of expertise is what makes UX designers the learning engineers of the future.

If you have a strong UX team, you're already on the path to creating a team of unstoppable learning engineers. Here's what you can do to help them specialize:

Key Qualities for Design Teams Working on UX in Education

Incorporating research findings from learning science into your edTech product makes your product stronger, more effective, and more appealing to educators. It also means you aren't chasing the latest trends in edTech. You're building a product based on research that works.

But the decision to incorporate learning science into your next edTech product isn't a small one. It gets to the very heart of your UX planning process and will affect both your content and feature design decisions. 

For example, a designer creating a digital math product might build into its interface an overview that references outcomes from previous lessons. This reflective learning technique gives students a context for the next math concept they'll learn. It also helps them build connections between past lessons and new ones. If students are given opportunities to reflect on concepts they've already mastered, they learn new concepts even more quickly.

When it comes to designing UX in education, your team must develop specialized skills to incorporate learning science into product design. Here are three key qualities you can encourage your team to develop as they become experts about UX in education:

  1. Subject-matter expertise: Depending on the type of edTech product you're designing, your UX team will likely need to conduct research on the topic or content area.

    If your product's goal is to encourage reading in young students, for example, they'll need to study up on the mechanics of early reading in order to reflect this technical knowledge in UX design. Talk to reading specialists or pick up a copy of The ABCs of How We Learn by Daniel Schwartz in order to dive deep.
  2. User-centered research: Ensure that your UX team understands the specific user for your edTech product. Will the product be used primarily by teachers and administrators? Or by students trying to learn a specific skill?

    Desk research, focus groups, and interviews can help your team uncover user needs and pain points, or highlight specific environmental challenges. The way a product is used can also give your team ideas about which scientific techniques might be most effective for your users. Will a teacher ask students to remember historical facts? Use a system of contextualization and staggered repetition. More on this below.
  3. Creative problem-solving: In order to apply a creative new solution to a common learning challenge, your UX team needs a firm understanding of the problem.

    Leverage all your product research and apply it throughout the iteration process. The more research you conduct, the easier it will be for your team to come up with creative solutions that will delight your users.

If you're designing an edTech product with a UX team that needs more time to research, test, and iterate, you can be an advocate for learning science in the early stages of product design.

Once you create a culture of research-driven problem-solving on your UX team, you're ready to leverage real learning science in the design features of your product.

3 Common Learning Science Principles to Help Your Design Team Master UX in Education

As your UX team becomes more familiar with the pedagogical requirements of a learning tool, they'll be able to reimagine and package important lessons with even more powerful design.

Learning tools that leverage learning science and good UX ultimately help learners master new concepts more easily. They also help teachers facilitate learning in the classroom with cutting-edge technology.

For instance, your edTech product might use "just-in-time telling" to help students learn new math skills, rather than replicate a workbook or a set of drills. Or it might give learners a chance to set their own goals and become more involved in their own learning.

Steer your product away from "interactive workbook syndrome" and embrace more meaningful UX in education. These three common principles from learning science can help your design team build even better products:

  1. Elaboration
    Elaboration is a method for helping learners retain new information. By encouraging learners to associate new information with knowledge they've stored in their long term memory, learning engineers—and UX designers—help learners "encode" new information. These associations create a familiar context for the new idea, allowing learners to recall new information more easily.

    How to Use Elaboration in UX Design/Learning Engineering:
    Designers can create more playful interfaces for new information, including familiar contexts, characters, and interactive patterns that draw from the real world.

    Relevant cultural references or even familiar gameplay can help learners contextualize new information, too. This approach works for teachers, as well, especially if you're designing a professional development (PD) component in your software.

    PD components in edTech can be more than big, impersonal databases of training videos and downloadable PDFs. Consider how a carefully structured learning sequence might help your team leverage the same learning science techniques you've used successfully in student-facing products.
  2. Learner Agency and Self-Efficacy
    Empowering a learner to acquire knowledge and skills is a proven-effective teaching technique. Self-efficacy is at the heart of some of the most powerful learning skills, including growth mindset and grit. Even for software, it's much easier to teach a student who is more interested in learning than in performing. This type of student is more likely to stick with tasks even as they get more difficult.

    How to Use Learner Agency in UX Design/Learning Engineering:
    Give users control over feedback systems within your product. Maybe that looks like allowing a learner to set their own reading goals or choose their own rewards.

    With just a few questions and selectors, you can help young learners decide for themselves how often they want to read or what kind of reward they want for reaching the next level of a skills-based product.

    It seems simple, but this technique immediately shifts the user's mindset from performing for a teacher to thinking about their role in the learning process. How much time do they think they'll need to reach their reading goal? What is reaching that goal worth to them?
  3. Just-In-Time Telling
    Allow users to try out an experience and succeed—or fail—before providing them with background information and 'correct' answers. The experience of learning helps your users understand a concept in real time.

    With that experience behind them, your users will be able to incorporate information about a new concept or skill more effectively. They get the information about the new concept just in time to be useful and memorable as they build on what they already know.

    How to Use Just-In-Time Telling in UX Design/Learning Engineering: Incorporate demonstrations, experiments, and games into your product that give users a foundation for new concepts. This should be done without asking your users to read lots of new content or get bogged down in explainers.

    Through interacting with your product, users will be able to tell whether or not they understand a new idea—or if there's something that doesn't quite click.

    If you let users explore before explaining what's happening or introducing something new, your users will develop a broader context for learning that brand new concept. This gives your product an opportunity to explain the concept later in a more sophisticated way and helps your users learn even more effectively.

By combining the principles of learning science, user research, and good design, UX teams in education create more effective edTech products with a longer shelf life.

As the "learning engineers" of the future, UX designers are poised to take learning science out of the laboratory and put more powerful edTech tools in the hands of the teachers and students who need them most.

July 1, 2021 - No Comments!

Why Users Struggle in Your edTech Product

Users experience challenges in edTech products for all sorts of reasons. Everything from overly complex navigation patterns to visual noise can distract from your learning content and prevent users from getting the most out of your tool. 

Has your customer service team noticed a pile-up of user feedback on the same feature? Or are your sales dwindling unexpectedly? If so, it's time to get to the bottom of things with user experience research.

By using tools from the UX research process, you'll be able to pinpoint specific areas of frustration and develop better solutions. This could mean conducting a full UX audit or holding one more round of user testing to get to the bottom of your users' product challenges.

Below, we break down UX research best practices for identifying the biggest product challenges for your edTech users. We also decode some of the most common design feedback we hear from teachers and students. If any of these comments mirror user feedback for your own product, you'll be ready to move faster, identify the problem, and design solutions that delight your users.

How to Identify Product Challenges with User Experience Research

It can happen to any edTech brand. 

Your learning content is solid, your marketing team is doing well, but your users bail on activities early in their journey. Or teachers and parents have started to leave negative reviews identifying the same issue.

Where do you go from here? 

Turning to the UX research process is your best course of action. Here are the three UX best practices we use again and again to identify sticking points within edTech products.

  1. Conduct a UX audit

Conduct a UX audit of your existing product to illuminate areas with unintentional obstacles in the user's journey. Most likely, there's some challenge between your user and their intended goal. Your audit will help you determine what those challenges are.

Within your audit, a heuristic analysis can provide guidelines and criteria for evaluating usability. We recommend Jakob Nielsen's principles for interaction design as a starting point. By applying heuristic analysis to your product, you'll uncover the design pitfalls that lower its overall usability. 

 

  1. Identify specific pain points with user testing

Observing users as they perform tasks in real time will tell you a lot about their challenges within your existing product. 

Before you spring for a feature re-design, get to the bottom of the issue by conducting several rounds of user testing. What stumbling blocks do you notice? What kinds of feedback do your users provide? 

 

  1. Audit your competitors

Competitive audits provide industry-wide insight into common UX patterns. By understanding which UX patterns your users are familiar with, it will be easier to design intuitive interactions within your edTech product.

Not only will competitive audits help you avoid making the same mistakes as your competitors, but they also offer a fresh lens for evaluating user challenges within your own product.

 

4 Common edTech Design Challenges and How to Fix Them

Challenge #1: Targeting the Wrong Age Group

If your digital reading tool is designed for second graders, testing might reveal that the UX copy is easier for fourth and fifth graders to understand. Or it might be that your product's UI doesn't quite appeal to the young students who are your target user base. 

Whatever your specific challenge might be, user feedback points to a mismatch between existing content or design and the targeted age group of your users.

Typical user feedback: When testing adult users of your product, you might hear things like, "I like the learning content, but other products do a better job making content visually interesting for my students." 

If you're testing student users, you may hear specific design or content-related ideas, including, "I like when products have themes that change," or, "I like when I can customize my avatar."

Actions to take: Review the customer feedback you've already received. Based on feedback, conduct focus groups that target students in the right grade levels. Focus groups with real users at different developmental stages ensure that students are responding to design decisions in the way that you intend.

You might also consider running A/B tests on different visual solutions for your product. Which solution performs better? Can you offer different designs targeted to each grade band? What responses do students have to specific themes or characters? 

For an even more thorough approach, audit the visual interface, illustration, and theme decisions of your competitors and consult educational experts for additional insights into the developmental needs of specific age groups.

Challenge #2: Product Navigation Doesn't Follow a Logical Sequence

While playing around with common UX patterns can result in interesting visual design choices, you may also unintentionally create confusion for your users. 

For example, if your log-in button is located at the bottom of a landing page, rather than on the right-hand side of your screen, young users might have a tough time accessing your product.

Typical kinds of user feedback: User feedback on navigation issues can be spectacularly blunt or straight-forward. You might hear users say something like, "I don't know how I got here. Why did clicking on this link bring me to this page?"  

We've also heard teachers give feedback like, "I know my kids would be so frustrated by this," or, "This doesn't make any sense." Time to go back to the drawing board!

Actions to take: Start with a user test and observe students or teachers trying to navigate within your product in real time. Once pandemic restrictions lift, you may even be able to conduct a field study by going into a classroom and observing kids using your product in their typical environment.

Collecting anecdotal information will also help you pinpoint where the navigation breaks down for student users. With more information, you'll be able to better reconfigure your screens, or streamline the user flow for the most troublesome areas of the product. Don't forget to test your new solutions!

Challenge #3: Lack of Visual Engagement

Even if your UX works like a charm, your user interface might be overly corporate or geared toward adult users. 

Students need to be visually engaged with compelling, age-appropriate designs. Once they're having fun, it's much easier to help them learn.

Typical kinds of user feedback: You may get positive feedback from teachers about visual design, even as they express hesitancy about what will engage their students. 

Comments like, "I like looking at this, but I don't know that the kids are going to react well to it," or, "I think this is geared more towards me," are common.

Actions to take: If your product has both student- and teacher-facing UI, consider how you might further customize the student view. 

Which visual elements can be changed to appeal to student users? Where can you infuse the student experience with delight? How do you show a visual relationship between the student and teacher interfaces without making the teacher interface too kidlike?

Challenge #4: Too Much Visual Noise
Sometimes we go for visual engagement and delight and overwhelm our users. If there are too many animations, alerts, or multiple navigational choices for your users to make, they might quit rather than engage at all.

Typical kinds of user feedback: Be on the lookout for signs of frustration during usability tests. Student users might express concerns like, "I don't know where to look." Meanwhile, teachers might come right out and say, "I know my kids or my parents would be frustrated and not know what to do."

 Actions to take: Conduct qualitative interviews and ask existing customers to identify the main task on the primary page of your site. Can they pinpoint the most important area of your app?

Based on the results of your interviews, re-organize the visual hierarchy of your page to emphasize the user's primary need or task. Then, conduct additional user testing to verify whether you've hit on the right solution.

User research and testing is your best tool for identifying specific product challenges and designing an innovative solution. The faster you deploy UX audits or schedule a focus group, the sooner you'll smooth out any rough edges in your UX. And the happier teachers, parents, and students will be to use and recommend your learning tool!

Are you trying to understand a mysterious dip in user engagement? Drop us a line and tell us how we can help!

June 16, 2021 - No Comments!

How to Run a Design Thinking Workshop for edTech Products

EdTech is in the middle of a major transitional moment, and the stakes for education have never been higher. 

To make matters even more complicated, we don't yet know the full impact the pandemic has had on both teachers and learners. From learning loss to the effects of social isolation, students may face an uphill battle in the classroom next year. 

Meanwhile, teachers' relationships to technology have changed. There's still so much more to learn about their professional needs and expectations when it comes to edTech.

Even as we're operating under plenty of unknowns for Fall 2021, product owners are anxious to address lessons from the pandemic. You want to move quickly, while schools and educational leaders are open to new, disruptive ideas about educational technology. 

Unfortunately, this pressure-cooker environment makes it difficult to innovate. But design thinking workshops can help you and your team change the way you think about the education vertical.

By creating a meaningful space to iterate, plan, and collaborate, these workshops align stakeholders across your team. Whether you'd like to develop new product features or establish more meaningful service processes, design thinking workshops lead to innovative solutions that will meet the challenges of this moment.

 

Collaborating with Stakeholders During the Workshop

Before you dive into the unique challenges and use cases of edTech personas, it's important to get the right people in the room and cultivate a sense of openness.

This likely means inviting a broad cross-section of stakeholders from your company to the design thinking workshop. Welcome representatives from sales, marketing, and content strategy to participate and share their perspectives. 

The broader your group is, the easier it will be to align every department on your goals for the product. Asking for up-down votes can be an easy way to get direction from stakeholders and find out what resonates early in the process.

Creating a relaxing, open atmosphere is also crucial. From a design perspective, open atmospheres allow team members to brainstorm and throw out ideas that might not work. But this sense of vulnerability can be important for addressing larger issues at the company, too.

For example, some teams have difficulty discussing equity, including diverse perspectives, or bringing in culturally relevant material to edTech products. By creating a welcoming, open atmosphere in your design thinking workshop, it will be easier to have these discussions and make diversity, equity, and inclusion a tangible part of your business or content plan.

How to Run a Design Thinking Workshop for edTech Teams

Unlike consumer products, edTech products have unique use cases and user dynamics. It's important to consider the needs of teachers and students from the very beginning of any design thinking workshop. 

With user research, market research, and other design and testing artifacts, you can create a shared baseline for your team to work from. Here's a few ideas to get you started:

  1. Consider your personas

edTech personas, including teachers, students, and administrators, have unique challenges in and out of the classroom. How will your product address or consider:

  • Equity and diversity
  • Families whose first language is not English
  • Issues around technology access and fluency
  • Classroom technology limitations

Hopefully your team has conducted initial user or market research on the areas that will impact your edTech product. The more your team understands your personas, the easier it will be to generate ideas for an edTech product that addresses the unique needs of your users.

 

  1. Incorporate results from user testing

Observing users "in the wild," whether that's an in-person or virtual classroom, is crucial to unlocking the features of your edTech product. 

Do teachers use your product on an iPad, or share it on a smartboard? Do they need to toggle between presentation and use modes? What other details are specific to the classrooms of your particular users?

By helping all the stakeholders on your team understand these details, you'll build a better product. You'll also create the potential for stronger marketing materials and customer support.

 

  1. Understand the nuances of edTech use cases

Provide your workshop team with a framework to guide their creativity. The more they understand how your product is used, the easier it will be to develop creative solutions during the workshop.

For example, imagine you're developing new features for a reading product. We already know there are many ways to teach reading during the school day. These modes include small group and whole-class instruction, individual reading time, and at-home reading assignments. How would your product support each of these different teaching modes?

By helping your team to imagine the full user journey within your product, they'll be able to identify solutions that help teachers and students throughout their day.

 

3 Variations on a Design Thinking Workshop

Any good design thinking workshop needs goals. But you might be surprised how versatile the outputs for your workshop could be. 

Maybe your desired output will be a new product idea. You may even get as far as building a rapid prototype of a specific feature! If you've invited the sales team, you could even develop a new sales approach in a breakout room.

By making time for happy accidents, you can stay open and receptive to different types of output. Even if the end result is a little "messier," you might hit on something that meets your teams' goals in an unexpected, even innovative, way.

Here are three examples of workshops with different high-level goals and outputs. Which workshop model might fit your team's needs?

 

Workshop #1: Developing a new feature

High-level goal: Solving a specific problem, like developing a brand new feature for an existing product, or integrating social features into a digital learning tool. 

Potential Output: A feature set, rapid prototype, or flow chart.

By the end of a design thinking workshop with a narrow goal, you'll wind up with a great idea for your product. But don't be surprised if team members come up with additional solutions that add value. 

Stay open and encourage all team members to listen closely. You'll want to capture every solution and creative idea you hear, even if it doesn't address the goal of the workshop directly. You can always come back to these ideas later.

 

Workshop #2: Dreaming up a new product

High-level goal: Transforming existing source material, like a print math curriculum, into a digital product that engages students.

Output: A new sales or service design that helps your team organize around your new product and the resulting relationships to your customers. For example, how will your sales team engage differently with school leaders to promote this product? 

This type of output will likely raise larger questions, too. Do you have the ability to change your vision for sales internally? Or do you need to work with an outside organization for additional support as you transition to a new sales model?

 

Workshop #3: Seizing a market opportunity 

High-level goal: Address how the shift from leveled reading to decoding reading will affect your company's goals for the future.

Output: Undetermined. For this kind of design thinking workshop, you'll likely go into the meeting without a specific output in mind. 

It's best to stay open to all the solutions you hear throughout the day, whether that's designing a new product or pulling an old one off the shelf. You might even need to queue up another design thinking workshop!

Whether you're brainstorming ways to fill a gap in the market or developing specific features, design thinking workshops are versatile enough to help you make progress on a variety of product- and business-related goals.

In order to stay relevant to the teachers and learners who depend on your products, keep making time for creative touchpoints with your team. We'll continue to see massive changes in edTech, and design thinking workshops can help you respond to those shifts. You might even be able to stay ahead of them!

Now's the time to integrate design thinking workshops systematically into your workflow. Contact us to learn more about holding a workshop at your company!

February 22, 2021 - No Comments!

What’s the Future of edTech in the Classroom? Two Teachers Weigh In

From tech to teaching strategies, educators are doing their best to reach students in remote, hybrid, and in-person classroom environments. They still face unique challenges, including flagging student engagement online and accommodating special needs in remote environments.

We talked to two teachers who are members of Backpack Interactive's Teacher Council, Dannielle Rivera and Daniel Nero, to find out which digital tools are helping them effectively reach students, how their teaching plans continue to evolve, and the future of education technology in their classrooms.

Dannielle Rivera teaches 2nd grade in a public school in suburban Southern California. Daniel Nero is a fourth-year English teacher at a Title I high school in Las Vegas, Nevada. These conversations have been edited for length and clarity.

Integrating edTech into Remote Learning

How are you currently teaching? Hybrid? Remote only? How's it going?

Dannielle Rivera: I'm completely remote. I'm the grade level chair for my department. I created a Google website and told my teachers we were going to create tech tutorial videos so [students and parents] can access them on their own. The biggest feat [is] tech knowledge for parents and students. Now when parents watch [our tutorials], they're not messaging me like, "Oh, my gosh, I can't do this."

Daniel Nero: It's hybrid. Some of my students are in person, whereas I'm, as you can see, at home. But I could always jump into the building if I wanted to teach.

What was your remote teaching plan like last September? Which digital tools did you start out using?

DR: The first two weeks was just teaching the kids how to log on. I tried to premeditate those things. I made their Clever badges and attached them to pre-made folders. They're 7 and 8. As resilient as they are, I have to remind myself what is age-appropriate. To what extent can I push them?

At first, we were converting everything to digital worksheets. We would screenshot the page and make it a background on Google Slides. Then we switched over to Jamboard because on Google Slides, they couldn't annotate. We just had to learn over time.

DN: When I teach in person, there's a lot of paper, there's a lot of hands-on activities. And all of that disappeared when we switched over to remote learning. I had to digitize all of the texts that we're [reading].

A lot of the skills that we did on paper—like annotation, highlighting, taking notes, answering questions—all of that also became digitized, and I had a lot of trouble transferring those necessary skills to remote instruction because I had a hard time finding the tools to be able to do that.

I was using Google Docs, collaborative Google Slides, and Pear Deck, but I decided to cut back on a lot of these apps and try to make it as simple, consistent, and doable for the kids.

How has your remote teaching plan evolved?

DN: One thing that I brought into remote learning is socio-emotional learning. Because a lot of our kids right now are struggling, not only academically, but emotionally. A lot of things that happen at home are aggravated because they're stuck at home. I just wanted to check in on them and tie social-emotional learning to what we've read, or what has happened in the news.

Pairing Instructional Strategies for Remote Learning with Digital Tools

Which specific modes of teaching have you gravitated toward?

DR: For math, we use whole group instruction and independent instruction. Students are also given the opportunity to work collaboratively in small groups in Google Meet rooms. I've evolved to [using] Jamboard and the HoverCam. Jamboard is great, but there is just something about pencil and paper. They can either solve the problems and show their work digitally through Jamboard, or they can solve it on pencil and paper or whiteboard and a marker and take a picture of their work. After taking a picture, students then insert the image into their Jamboard assignment, which is linked to our Google Classroom.

Language arts is an orchestrated set of tasks and lessons, and we have a lot of moving pieces. It entails 1:1 assessments, whole group instruction, small group instruction, and group work through Google Meet rooms. Because we have kids that go to reading intervention groups or speech, we also have independent work.

DN: We mostly do synchronous instruction through Zoom. Regardless of whether the students are in person or not, they're on Zoom. On Fridays, we have one-on-one office hours, and students jump into the Zoom call based on [their needs]. Within the Zoom call we sometimes go into breakout rooms where we have small group instruction. So we're trying to mimic what we had in person, but in an online setting.

What activity, subject, practice have you found the most difficult to translate to remote learning?

DN: Discussions. I love to talk to students, especially if we're talking about the text that we're tackling. But because of remote learning, I feel like a lot of the students are very quiet, shy, or just not willing to participate. I truly miss discussions because I get to see the students' faces. I get to hear their voices. I get to hear their opinions. But in online settings, all I see are black screens sometimes.

Using edTech and SEL to Reach Struggling Students and Promote Self-Efficacy

What strategies or tools have you tried to reach students who are struggling with remote learning?

DR: Our special needs students are truly struggling. This is not the proper way of learning for them. My heart breaks for them. Because many of their parents have to work, the kids that are thriving are the kids who have a grandparent sitting with them.

While students are working on independent work, I open up another Google Meets room for students that are stuck or need help with a problem. This alleviates them from reaching their frustration level.

I've also adapted the lessons. When I try to meet with the parents of my struggling students, I really adjust their work. For example, if it takes four problems to complete an exit ticket or complete an assessment, I tell the parents, "You pick two."

I also like to focus on the social-emotional aspect. What should be the forefront of our concern is the social-emotional states of our students. That has to be a priority because if that is not in tune, then they can't do the academics.

DN: For the students who are struggling, or just about grade level, I put a lot of scaffolds in my lessons. Everything is scaffolded up to the assessment. I tell them that at the beginning of each class. "We're going to have this as the assessment today, and everything that you're going to do for the next hour, you're going to need to show me for your exit ticket."

How has remote learning fostered positive outcomes in your students?

DR: They're becoming more tech savvy. They've become more responsible in some ways, like taking ownership of their work. These are the kids that are succeeding. Obviously, a lot of things can become frustrating, so we've had our share of breakdowns. They've really had to learn how to self-regulate their emotions. I feel like their coping mechanisms have gotten better in times of struggle.

DN: Student accountability. On Pear Deck, I can see who is writing and who is not writing, and I would narrate on Zoom, "Awesome! Thanks, Ashley, for giving me your answer. I'm waiting on four more people to respond to this prompt." A lot of the students are also starting to become critics of their own writing. It's related to the students finding a way to sustain themselves in their writing and their reading. That makes me feel good. At least for me, that's my responsibility as a teacher. I'm there to guide them, but once they're ready to fly free, they can.

How edTech Product Designers Can Address Real Classroom Needs

As you consider returning to the classroom for full-time instruction, which elements from remote or hybrid learning would you continue to use?

DR: One of the things that I've learned is grace and being more gracious towards parents. I've always considered myself to communicate well with parents, but I feel like I've just learned how to talk to parents a little bit differently.

I would also take a lot of the tutorials that we do. Let's say a student is struggling, and a parent can't meet with me. I can record a screencast of a demo. I feel like you waste so much more time trying to coordinate or schedule meetings. You can definitely hold parent teacher conferences virtually. There are these families that bend over backwards to try to make it in the middle of the day when they can just pop on their phones and not have to deal with driving and stuff.

We are living in Google Classroom right now. And I'd definitely love to take that with me into the normal classroom. I was already using Google Classroom quite a bit, but now we have this archive of videos, so independent work in a classroom will look so different now. I feel like it will free me up to meet with small groups more.

DN: Consistency and the simplicity of my lessons. It's working right now, so it should work in the classroom with a printer and paper and all that stuff. I think it should be fun.

The strategy that I would hold on to even more is to just make sure that I put the students first. Sometimes I'll be doing my lesson, and the students are not responding or I'm having low participation, and I get frustrated as a teacher. I just have to keep reminding myself that this is our new normal right now, and we have no idea what's happening to our students on the inside or behind the screen, at home. So I just have to bring myself back down to reality. You don't know what's happening. And you have to give them that.

What's something that you wish one of your current learning products did that it doesn't currently do?

DR: I wish more of the products had SEL components ingrained into them. For example, when they're taking an assessment, iReady has them take a "brain break," like breathing exercises or stopping to do something active.

I wish more products had video tutorials for students and parents. I wish some of the programs had a live chat with customer service so I could solve problems faster.

I wish there was a way to set up my break out rooms in Google Meet, name them, and save the grouping settings. That way I wouldn't have to make new break out groups every single time.

DN: I would like to be able to link to a text in Pear Deck, so students could annotate that whole passage. Right now, I have to chunk the texts out into different slides. I also wish it had a student comment function. Only teachers can comment.

Using Teacher Feedback to Shape the Future of Education Technology

From onboarding parents to anticipating student needs, teachers are working overtime to ensure that their students are mastering content and staying safe, healthy, and balanced.

When edTech products don't rise to meet teachers' demands for flexibility or SEL content, they find work-arounds and tailor solutions to the needs of their own classrooms.

Product owners can still do more to understand how teachers use and adapt their digital tools. By conducting additional UXR, testing products in real or remote classrooms, and drawing on the insights of the Backpack Interactive Teacher Council, your next edTech product can help teachers meet even more students where they are.

Want more insights on how our Teacher Council can help with your next edTech product? Let's talk!