UX report on the design approach in User centred design (UCD) for the design of an educational mathematical tool to support children age 8-12.
An evaluation plan for assessment of the mathematical tool after development.
The term ‘User-centred design’ (UCD) is used to define design processes of a product which is completely influenced by the end users (Abras, Maloney-Krichmar and Preece, 2004). I will be discussing various sections that would guide the user-centred design process and how the mathematical learning tool can be designed putting the target demography at the front and centre.
User-centered design (UCD) emphasizes the importance of users' needs, preferences, and feedback throughout the design process. It aims to understand and incorporate user behaviors and expectations into product designs, ensuring they are functional and enjoyable. By placing users at the heart of the design process, UCD produces more user-friendly and successful outcomes, ultimately leading to products and services that truly resonate with end customers.
User-centered design (UCD) utilizes requirements and task analysis to align design solutions with user needs. Requirements analysis focuses on defining a product's functional and non-functional needs, while task analysis delves into user activities and objectives. By conducting these analyses, designers gain insights into user preferences, guiding more user-centric designs. This not only enhances stakeholder relationships but also ensures the end design meets user expectations, leading to a more effective user experience.
Stakeholder analysis is the process of identifying, analysing, and understanding the target audience which are impacted by or interested in a project or decision (Olander, 2005). It involves recognizing their requirements, interests, and influence for the purpose of guiding decision-making and promoting successful stakeholder participation over the course of a project.
To enhance the research process, it's crucial to identify and analyze project stakeholders. Using a four-quadrant influence-interest matrix (Stakeholder mapping) helps rank stakeholders by their influence and project interest. This approach streamlines research and interview priorities, ensuring key stakeholders' needs are addressed, contributing to the project's overall success
User-Centered Design (UCD), user personas are invaluable. They offer a clear representation of target users, enhancing empathy among designers and stakeholders. Crafted from research, these fictional characters mirror real user traits and behaviors. They guide design decisions, ensuring solutions are user-centric, and foster team alignment. By integrating personas, designers make informed choices, leading to tailored experiences & effective design outcomes.
User scenarios are critical in UCD as they provide context and narrative around how users interact with a product or service. Scenarios describe specific situations, tasks, and goals of users, illustrating their motivations, actions, and the environment in which they are operating.
By creating user scenarios, designers can gain insights into user workflows, pain points, and opportunities for improvement to the design. Scenarios help in designing user journeys, identifying touchpoints, and anticipating user needs and expectations. They serve as a bridge between user personas and the design process, guiding the creation of user-centered solutions. Referencing user scenarios throughout the design process ensures that the resulting design addresses real-time user interactions and aligns with user goals, resulting in more efficient and effective design outcomes.
It is critical to recognise the different cognitive changes occurring within this age group while constructing a mathematics tool for children aged between 8 to 12 (Noss, 1996).
This group, known as the ”pre-adolescent” or ”tween” stage, is at a crossroads in their cognitive development. They have progressed beyond the fundamental phases of fundamental counting and basic arithmetic, yet they are still not fully engaged in the abstract cognitive areas which can characterise older adolescents. This age group stands out by their involvement in literal operational thought processes, which gradually progresses to the early phases of abstract and operational cognition.
This comprehensive understanding of their cognitive development is vital in ensuring that the mathematical tool is both relevant and effective for its target audience.
Recognising that the target audience is undergoing significant cognitive development, the following specifications are essential to guide the design process for this project:
Simplicity & Engagement: Use clear language, straightforward interfaces, and incorporate vibrant colours and animations.
Safety & Collaboration: Prioritize content appropriateness, data privacy, and include moderated collaborative features.
Feedback & Consistency: Provide immediate, constructive feedback and maintain uniform design elements.
Personalised Learning: Adjust to individual learning paces and present bite-sized, balanced information.
Inclusivity: Ensure cultural sensitivity, accessibility, and representation for all users.
While there are numerous design principles to choose from, it’s important to remember that they don’t all cover every circumstance and may not be appropriate for every project. A handful of these ideas are outlined here, with an examination of their relevance and usefulness while building a mathematical tool for children.
The principle of simplicity ensures that user interactions are clear and intuitive. Complex processes or needless steps should not be imposed on users. This idea is especially important when designing for children, as their cognitive capacities are still growing. Complex interfaces increases cognitive load and can cause irritation and disengagement. The use of clear, large buttons with recognisable iconography is an excellent example of simplicity, ensuring that children are able to quickly navigate and understand what they are doing (Keay-Bright, 2012).
Collaboration is the principle of encouraging user interactions and cooperation. It is critical to include possibilities for shared experiences and cooperative work when creating tools, especially for youngsters (Smith, 1992). This concept is especially important for younger audiences since collaborative elements may improve social skills, encourage peer learning, and make the learning process more interesting. A significant example of cooperation in a children’s application might be the addition of multiplayer challenges or shared virtual workplaces, which allow children to tackle difficulties together or celebrate joint accomplishments.
Feedback is critical to ensure that users are aware of the effects of what they do. It is critical that users are not kept in a state of uncertainty about the outcomes of their interactions. This idea is especially important for children and adolescents, because ambiguity might cause misunderstanding or a lack of confidence in their abilities. An example of feedback implementation in a children’s app would be the use of bright animations or noises which acknowledge correct inputs or rewards success, ensuring that the child feels recognised and remains encouraged and motivated (National Research Council, 2001).
Personalised learning is the principle of tailoring the user experience to fit the requirements and preferences of the individual. It is critical in the context of building tools to provide resources and challenges which adapt to the user’s speed and level of understanding. This idea is especially important for young students, as a one-size-fits-all approach might lead to boredom or dissatisfaction (Huang, 2012). An example of customised learning in a children’s application would be adaptable algorithms which modify difficulty levels based on user performance or preferences, ensuring that each student obtains the best learning experience possible.
Inclusivity is a principle which requires that a tool be accessible and friendly to all users, regardless of their background or skills. When designing tools for children, it is essential to consider the wide spectrum of users who may engage with the product. This idea is especially important for children as they are developing their view of the world and how they fit in. An example of inclusivity in a children’s application could be the incorporation of multi-language support, graphic representation of diverse cultures and backgrounds, and features which adapt to children of varying abilities, ensuring that every child feels seen, valued, and capable of fully engaging with the tool.
To create efficient interaction designs, Human Factors emphasises understanding human cognitive abilities (Stanton, 2017). Human factors are concerned with how users’ qualities and skills impact the design and usage of digital systems or apps. It’s critical to incorporate these factors early on in the UCD lifecycle, especially when creating products for children aged 8 to 12, such as Demarcus in our persona.
As children’s cognitive abilities are still developing, emphasis on cognition is critical (Grammer, 2013). Cognition refers to the mental processes which individuals go through as they acquire, analyse, store, and use information, such as attention, memory, problem-solving, and decision-making. This part makes use of the persona’s attributes and cognitive traits to guarantee that the mathematical app is both useful and engaging for its intended demographic.
Attention is the cognitive process through which people focus their attention on certain tasks or information (Lavie, 2010). It’s critical to recognise that whilst pursuing a goal, individuals typically tend towards the route of least resistance, making it difficult to catch and maintain attention. Because children have significantly lower attention spans than adults, this difficulty becomes much more evident when creating designs for them.
There are various methods which can help children’s HCI design focus. Children are more likely to interact with vivid graphics, therefore using bold hues is a good approach. According to studies, hues such as yellow, red, and orange have a strong affect on attention. Additionally, design contrast has been demonstrated to help specific populations, such as autistic and dyslexic kids, dramatically improve their reading speed. Enhancing interactivity is another way to catch and keep a child’s interest. Including interactive characters in applications has shown to be effective in keeping young students interested.
Memory is the psychological process of acquiring, encoding, storing, and retrieving information (Savarimuthu, 2023). It is critical for children’s capacity to learn, remember, and apply new information in a variety of contexts. Recognising the capacity and constraints of children’s working memory, which stores a limited amount of information at a time in comparison to adults, is critical in HCI design.
An example of reducing the cognitive burden on a child’s working memory is through use of the ’chunking’ method, which divides relevant material into smaller, more digestible chunks, helping users to overcome fundamental memory restrictions and improve learning and retention. To help children learn, store, and apply their information more successfully, use plain language, clear visual aids, repetition, and opportunities for practice.
Problem-solving is the cognitive process of identifying, evaluating, and addressing difficulties (Wineburg, 1991). It’s a talent that humans learn and polish through time, and the level of difficulty changes with age and experience. When building tools for children, it’s critical to remember that their problem-solving abilities are still in their rudimentary. For example, although an adult may approach a problem with logical stages, a child may require more supervision and structured paths to reach an outcome.
Multiple techniques are used in HCI design for children to promote and improve problemsolving abilities. One approach is to create scaffolded challenges, in which tasks begin easy and then develop in complexity, allowing pupils to gradually build up confidence and abilities. Visual aids, suggestions, and interactive tutorials can also help children navigate problems. Some instructional applications employ animated characters to give hints or break down challenges into smaller, more manageable steps. This not only helps with problem-solving but also keeps students interested and motivated when confronting challenges. Another technique is to provide timely feedback, which allows students to understand and gain insight from their mistakes, stimulating a growth attitude and perseverance in the face of difficulties.
Decision-making is the cognitive act of choosing a path of action from among numerous possibilities. Because children’s decision-making abilities are still evolving, tools intended for them must be age-appropriate (Stefanou, 2004). Children, unlike adults, may be persuaded more by immediate rewards or obvious visual clues than by a combination of reasoning, intuition, and previous experience.
It is critical in HCI design to provide organised options for users through intuitive visual cues which convey the implications of each selection. Interactive scenarios or simulations can be added, allowing students to investigate and understand the results of multiple choices in a safe environment, supporting a ”trial and error” learning style. Furthermore, feedback systems which provide constructive insights or mild advice and hints might help students become more confident and skilled in their decision-making processes over a course of time.
Usability is a key component of the UCD process, assessing how easily user interfaces can be accessed and utilised. A practical design guarantees that consumers can easily learn, navigate, and complete activities, leading to increased satisfaction and maybe promoting brand devotion. Nielson and Molich published ten usability recommendations for user interfaces in 1990, several of which are still valid today.
This section discusses the significance of these usability concepts, particularly in the context of building a mathematical app for children aged between 8 to 12 and matches usability objectives with the aims and requirements of users such as Demarcus.
The system should keep users up to date on its present condition and activities on a regular basis. This concept highlights the significance of clear communication between the system and the user. Users feel reassured that their activities have been recognised and processed when they receive fast and adequate feedback. Such feedback techniques, whether through loading indications, progress bars, or simple messages, decrease user uncertainty. Ensuring that consumers are never in the dark strengthens their trust in the system and give rise to a smoother, more intuitive user experience.
The system should reflect users’ actual experiences and expectations. The use of intuitive terminology, symbols, and structures is emphasised in this idea. Users can browse more intuitively by using established patterns such as a trash bin symbol for ”delete” or a chronological sequence for events. The learning curve is reduced when the system is aligned with real-world logic, making the interface feel more approachable and user-friendly.
This principle emphasises the need of enabling autonomy within system users. Users should be able to move freely and make decisions without feeling imprisoned or constrained by their interactions. Since mistakes are unavoidable, having the ability to easily reverse or redo actions is critical. These safety nets guarantee users can explore and utilise the system confidently, whether it’s going back from an unwanted page, correcting an input, or reversing a choice. The design respects the user’s autonomy and recognises the various pathways they may choose by providing such freedom, resulting in a more constructive and efficient user experience.
The necessity of system-wide uniformity is emphasised by this principle. By employing consistent language, images, and actions, items’ functionality can be predicted by users, which decreases confusion. Users are saved from having to adjust to new meanings or relearn interactions by adhering to previous established standards. User confidence is increased by an authentic interface, which also makes interactions simpler and raises overall satisfaction levels.
This principle emphasises proactive design techniques to reduce user errors. Rather than just fixing mistakes when they occur, the emphasis is on designing an interface that naturally directs users to the correct actions. The system can avoid common errors by providing explicit instructions or providing confirmation prompts before important tasks. Such precautions not only improve the user experience by decreasing annoyance, but they also saves time by avoiding the need for maintenance.
This concept highlights the need of making interface components visible and understandable. Rather of expecting users to recall information from earlier interactions, the design should provide them with recognisable cues and suggestions. Users may rapidly recognise and select the right answer based on visual recognition by clearly showing alternatives, objects, and actions. This method alleviates the cognitive stress of recalling precise facts, resulting in speedier and more efficient interactions. A well-designed interface, in essence, should assist users by providing familiar visual cues, ensuring that they can explore and make decisions with ease and confidence.
This concept emphasises the need of designing for a varied user group. While rookie users may require assistance and step-by-step instructions, experienced users frequently want shortcuts or additional capabilities to help them do their activities faster. A successful design will provide a fundamental experience for new users while also giving opportunities for personalization or efficiency-enhancing tools for more experienced users. The system may accommodate to varied competency levels by including features such as adjustable settings, shortcut keys, or advanced modes, ensuring that all users can interact with the platform in a way that is both comfortable and efficient for their requirements.
This concept promotes the notion that user experience may be improved via design simplicity. Users may become distracted and perplexed by an interface that is crowded with irrelevant information, which makes it more difficult for them to concentrate on important activities. Adopting a minimalist style can help designers make sure that just the most important information is displayed, which will make it simpler for people to understand and engage with. Additionally, a simple and attractive design not only simplifies user interactions but also produces a stimulating visual experience for users.
The significance of user-friendly error handling is emphasised by this principle. The system should offer consumers clear and comprehensible feedback when they run into problems. The system should convey faults in plain language that is straightforward for the user to understand rather than using specialised jargon or misleading warnings. Beyond merely pointing out the issue, the design must to direct users towards a resolution and provide concrete methods for resolving it. By doing this, users may easily correct their errors and continue on with their tasks with little interruption.
While systems should be self-explanatory, there are situations when users require further assistance. Any documentation offered should be user-friendly and easily accessible. It should be written in simple language, with a focus on task-oriented material that tackles frequent questions and problems. Offering step-by-step answers or tutorials can further aid users by ensuring they can swiftly address difficulties or grasp features, hence improving their entire system experience.
More than merely a recommended practice, inclusivity in product design represents a dedication to comprehending and meeting the wide range of user demands. By ignoring this crucial aspect, there is increased risk of alienating a substantial portion of the world community. There are significant percentages of children who have trouble with learning in different places. Prioritising accessibility guarantees a fair user experience for everyone, regardless of age, ability, or background. In order to ensure that solutions are personalised, especially when children are the target audience, it is crucial to go beyond simply adhering to the rules and to incorporate them into the design ethos.
Measuring engagement as a usability criterion is challenging due to its subjective nature (Punchoojit and Hongwarittorrn, 2017). The level of user engagement and enjoyment with an application often depends on its appealing and stimulating qualities, such as visual attractiveness, excitement, entertainment, motivation, fun, provocation, or perceived reward.
Conversely, negative attributes like dullness, unpleasantness, gimmickry, boredom, or frustration can detract from user appreciation of the application. These positive and negative aspects collectively shape the user experience. Since these qualities are subjective and affect users differently, adopting an inclusive design approach is crucial (Sharp, Rogers, and Preece, 2019).
Make certain that any interactive elements, such as buttons or sliders, are immediately recognised and have a physical feedback mechanism. They should be large enough for simple manipulation, especially given the target age group’s motor skills. Tool tips and hover explanations can help to improve understanding.
Any audio content should be accompanied by visual indicators or subtitles. Additionally, provide adjustable volume controls and an option to mute. For children with hearing impairments, visual cues or animations synchronized with the audio can be beneficial.
The tool’s difficulty level should be adjustable based on user interactions. Offer alternate routes or additional resources to children with learning impairments to ensure they understand the ideas.
It is critical to receive immediate feedback for both correct and incorrect actions. Feedback can be indicated by visual signals or cues through noises, or sensations. This assists in reinforcing learning and directing users, particularly those who may require further reinforcement.
Given the growing popularity of touchscreens and tablets, make sure the tool recognises and responds to typical movements. Swipe, pinch, and tap actions should have consistent reactions across the tool. This facilitates intuitive navigation, which is especially useful for children with motor or cognitive challenges.
The instructional maths tool developed by the studio for children aged 8 to 12 requires a thorough examination to confirm its efficacy and usability. The primary usability goal is to ensure that children within the target age range can readily browse and engage with the tool without help, and that they find the experience engaging and motivating. The main research question guiding this assessment is:
“How does the educational maths tool effect the learning results and levels of engagement of children aged 8 to 12, and what are the major characteristics which either contribute to or interfere with its effectiveness?”
Observation has been chosen as a method as it allows researchers to witness firsthand how users interact with the tool, identifying areas where they may struggle or excel. This method provides extensive, qualitative data which can uncover unexpected insights. Unlike surveys and questionnaires, observation captures user behaviours and interactions in real-time, offering a more accurate picture, especially with younger children. When compared to in-app analytics, observation adds context and understanding of why children behave in certain ways.
Children aged 8 to 12 will be observed as they browse and use the tool by researchers. This strategy will be used in controlled contexts like usability laboratories or natural settings like classrooms to gather real-time insights about usability and engagement throughout early testing phases and after significant modifications.
Observation will provide qualitative insights regarding user behaviours, engagement, and areas of trouble. A topical examination will discover common patterns and trends, with flow diagrams serving as visual representations and noteworthy observations highlighted using video clips or annotated screenshots or heuristic markup.
For gaining feedback on user experience, satisfaction, and perceived learning results, surveys and interviews with children, parents, and teachers are valuable. This approach provides immediate feedback and helps investigate topics such as attitudes and preferences which may not be apparent through observation alone. Surveys give qualitative insights which supplement quantitative data from analytics, assisting in the interpretation and analysis of the data.
Researchers will use structured questions regarding experience, preferences, and overall efficacy to perform surveys and interviews with children, parents, and instructors. This strategy will be implemented following usability testing sessions or a period of frequent use, such as online or in-person at schools or homes.
Statistics will be used to assess quantitative data on user satisfaction and qualitative input on preferences, with the results displayed in the form of bar charts, pie charts and graphs.
In-app analytics will monitor how users interact with the tool, including time spent on various tasks, progress, and area where they may encounter difficulty. This technique provides objective behavioural data, as well as quantitative insights which can be evaluated for underlying trends and patterns. In contrast to surveys, analytics is not prone to observer bias and provides a more quantitative perspective.
Data analysts will examine in-app statistics to see how the users interact with the product and identify any issues. This process will be repeated when the children utilise the tool, within the app itself, using integrated tracking methods.
Quantitative data on usage patterns will be analysed using descriptive statistics, and the conclusions will be visualised using line graphs and numerical charts.
Longitudinal research will be conducted to assess the tool’s long-term influence on children’s maths abilities and confidence over time. Unlike observation, which is often a snapshot of a specific point in time, this technique gives a larger picture of the tool’s effectiveness across time. Longitudinal studies, as opposed to surveys, may follow real changes in abilities and habits, providing a more thorough picture usability and efficacy of the tool.
Researchers will undertake research over a long period of time, such as six months or a school year, to assess the tool’s long-term usefulness and impact. Children’s arithmetic abilities, confidence, and engagement with the tool will be assessed on a regular basis in schools, homes, and other settings where the tool is used regularly
Line graphs can be used to visualise trends as well as case studies to capture qualitative insights in the statistical analysis of the quantitative data of long-term changes and qualitative insights into the user experience, through prolonged use.
Usability testing involves directly observing and analyzing how real users interact with a tool or application to assess its functionality, ease of use, and overall user experience. This method focuses on qualitative insights, capturing users' reactions, emotions, preferences, and difficulties as they navigate through various tasks. Unlike in-app analytics, which primarily track quantitative data such as time spent and progress, usability testing offers a deeper understanding of user behavior, motivations, and challenges.
Experts in usability will perform testing with children using organised activities and situations to determine how quickly and easily they can learn to use the tool. This strategy guarantees that the product is intuitive and accessible to the target age range and will be carried out in usability laboratories or other controlled environments during the development process and after major enhancements.
Descriptive statistics will be used to summarise quantitative data on mistake rates and job completion durations, with bar charts comparing performance and annotated screenshots illustrating specific usability difficulties encountered by the users.
When designing products, it's essential to adopt a user-centered design (UCD) approach, focusing on the user to deliver an optimal experience. This approach involves various design elements, including requirement gathering, task analysis, applying design principles, considering cognitive factors, ensuring usability, and fostering inclusivity. UCD can be applied to any user group and is inherently iterative, aiming to continually meet evolving user needs and enhance user experience.
This approach makes sure that the assessment techniques are in line with the objectives of the study by carefully evaluating the anticipated outcomes and how they would be handled and presented. With a mix of qualitative and quantitative insights, it allows for a clear method for assessing and sharing the results, capturing both the data and the complex human experiences which guide it.