Explore! Interactive

Explore! Interactive is an educational iOS game that uses augmented reality (AR) to teach STEM concepts to elementary and middle school students. At the time of the project, the app was in its beta stage.

Role: Domain Research & Synthesis | User Testing | Interaction Design

Photo courtesy of LearnWithExplore.com

Photo courtesy of LearnWithExplore.com

Background

The game’s first challenge taught students the basics of energy by asking them to build circuits with animated light bulbs and batteries. Using AR technology, the digital interface superimposes onto a table surface where physical playing cards (representing batteries) are placed. Employing AR meant that students could complete the challenge without the dangers of real-life circuit building.

The Challenge

  • Be quick to engage 3rd to 6th grade students in a class environment

  • Teach students how to use AR alongside physical playing cards

  • Encourage students to keep trying after an error is made

Design Considerations

  • Kids may have shaky hands and short attention spans in class

  • Their behavior can change when placed into project groups

  • Augmented reality was still an emerging technology in 2019

Domain & Competitive Research

  • Augmented Reality — culture and technology

  • STEM Field — science, technology, engineering, math

  • Gamification — the use of games in education

Insight: While the U.S. continues to fall behind the rest of the world in STEM scores and careers, evidence suggested that early exposure to STEM topics better equipped children for later learning. That requires integrating games into the classroom, which several products and companies were already on board with.

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Designing for Brody & Bonnie

Our student Brody is a 3rd grader who:

  • Likes science class more than any other subject

  • Prefers interactive science projects over worksheet-based assignments

  • Enjoys showcasing his creativity and work with friends in class

  • Isn’t fond of super competitive games with only one chance of winning

Insight: By the time Brody becomes a freshman in high school, he’ll have decided whether or not he is a “math or science person”. This means that at some point in junior high, there’s a chance he’ll lose his childhood interest in STEM.

As a teacher, Bonnie has several responsibilities:

  • Teaching and preparing lessons

  • Grading homework and assisting students

  • Communicating with parents

  • Responding to administration requests

Insight: Lesson prep is last on Bonnie’s task list, so she’ll search for quick tools to keep her students interested while advancing curriculum requirements. After getting approval to use outside tools, Bonnie still needs help implementing the game in the classroom.

How might we create a supplemental tool for teachers’ STEM lessons in order to engage their students in a fun and meaningful experience, and build positive connotations to STEM that encourage further exploration?

Concept Designs

Design decisions were stacked against four principles:

  1. Fosters Growthcontent should be challenging and allow room for trial and error, leading the way for growth, development, and a sense of accomplishment

  2. Easy to Implementthe product should allow teachers to implement it at their discretion without time commitments or specific curriculum requirements

  3. Drive It Homedesign will aid in progressing the game through storytelling, incentivizing users to continually achieve new goals and encouraging recallability

  4. No Experience Neededthe product should suit the individual learning level of students and inspire them to experiment with concepts inside and outside the app

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Are We Smarter Than a 5th Grader?

We tested a digitized version of our prototype at the Pop-Up Science Fair in Homewood, IL, an interactive (and very well-attended) summer science event for local K-12 students. It was a high-energy environment — the kids were excited to share their many ideas with us! Our young and imaginative testers moved quickly through the prototype, often answering the questions before they were even posed.

Onboarding Experience

Our solution incorporates the backstory of Explore! Interactive, whose main protagonist is Atom, a futuristic robot that was scrapped together by underground scientists and engineers. Atom is tasked with defeating the evil Dr. Stonebreaker, the owner of Stonebraker Industries who aims to replace the human race with robots. Dr. Pixel leads the rebellion from the inside of Stonebraker Industries itself. In playing the game, Brody’s goal is to help Atom and Dr. Pixel succeed.

We decided to shift focus onto Brody the student after seeing how independent kids could be at the science fair.

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Results from Usability Testing

  • Instructional flow was quick and easy, so additional steps (elevator floors) could be added to the game as needed

  • Character selection brought forth the most excitement from users despite its limited customization

  • More illustrations and labels were needed to convey to users that they were in an elevator, speaking to the story element

  • Speech bubbles were text heavy and the toolbox task relied on visual color indicators, so to increase accessibility, audio and haptic components would need to be integrated into the design with further testing

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