🚀 Revolutionizing Nursery Education with Augmented Reality (AR)

🚀 Revolutionizing Nursery Education with Augmented Reality (AR)

🚀 Revolutionizing Nursery Education with Augmented Reality (AR)

🔎 Overview

HOPE is a tablet-based AR educational platform designed to replace traditional books in nursery classrooms. It enhances early education by integrating interactive learning, automated attendance tracking, and a teacher dashboard for real-time classroom insights.

📌 Role: UX designer | Company: Humanitarian Operations | Product Type: SaaS-based AR Learning Platform
📌 Deliverables: Customer Interviews, Information Architecture, Design System, User Flows, Prototypes, Hi-fi Designs

🔎 Overview

HOPE is a tablet-based AR educational platform designed to replace traditional books in nursery classrooms. It enhances early education by integrating interactive learning, automated attendance tracking, and a teacher dashboard for real-time classroom insights.

📌 Role: UX designer | Company: Humanitarian Operations | Product Type: SaaS-based AR Learning Platform
📌 Deliverables: Customer Interviews, Information Architecture, Design System, User Flows, Prototypes, Hi-fi Designs

🔎 Overview

HOPE is a tablet-based AR educational platform designed to replace traditional books in nursery classrooms. It enhances early education by integrating interactive learning, automated attendance tracking, and a teacher dashboard for real-time classroom insights.

📌 Role: UX designer | Company: Humanitarian Operations | Product Type: SaaS-based AR Learning Platform
📌 Deliverables: Customer Interviews, Information Architecture, Design System, User Flows, Prototypes, Hi-fi Designs

📊 Understanding the Problem

📊 Understanding the Problem

📊 Understanding the Problem

Before designing a solution, I delved into the UK nursery education landscape through market research, teacher interviews, and parent surveys. The goal? Identify pain points in learning engagement, teacher workflows, and parent involvement.

Research Insights

71% of teachers found manual attendance tracking time-consuming.
68% of parents felt disconnected from their child’s daily learning progress.
82% of children responded better to interactive, gamified content than static worksheets.

Before designing a solution, I delved into the UK nursery education landscape through market research, teacher interviews, and parent surveys. The goal? Identify pain points in learning engagement, teacher workflows, and parent involvement.

Research Insights

71% of teachers found manual attendance tracking time-consuming.
68% of parents felt disconnected from their child’s daily learning progress.
82% of children responded better to interactive, gamified content than static worksheets.

Before designing a solution, I delved into the UK nursery education landscape through market research, teacher interviews, and parent surveys. The goal? Identify pain points in learning engagement, teacher workflows, and parent involvement.

Research Insights

71% of teachers found manual attendance tracking time-consuming.
68% of parents felt disconnected from their child’s daily learning progress.
82% of children responded better to interactive, gamified content than static worksheets.

🚧 Defining the Core UX Challenge

🚧 Defining the Core UX Challenge

🚧 Defining the Core UX Challenge

💡 How might we make learning more engaging while simplifying administrative tasks for teachers and keeping parents connected?

💡 How might we make learning more engaging while simplifying administrative tasks for teachers and keeping parents connected?

💡 How might we make learning more engaging while simplifying administrative tasks for teachers and keeping parents connected?

👥 User Interviews: The Stories behind the data

👥 User Interviews: The Stories behind the data

👥 User Interviews: The Stories behind the data

To ensure HOPE effectively addressed user needs, I conducted 6 teacher interviews to explore daily workflows and classroom challenges, 3 parent interviews to understand communication gaps and engagement expectations. Additionally, I observed how young children engage with learning activities in a classroom setting to understand their natural behaviors and attention patterns.

To ensure HOPE effectively addressed user needs, I conducted 6 teacher interviews to explore daily workflows and classroom challenges, 3 parent interviews to understand communication gaps and engagement expectations. Additionally, I observed how young children engage with learning activities in a classroom setting to understand their natural behaviors and attention patterns.

To ensure HOPE effectively addressed user needs, I conducted 6 teacher interviews to explore daily workflows and classroom challenges, 3 parent interviews to understand communication gaps and engagement expectations. Additionally, I observed how young children engage with learning activities in a classroom setting to understand their natural behaviors and attention patterns.

1️⃣ How do teachers currently take attendance?
🗨️ “We use a mix of paper sheets and digital logs, but it's time-consuming.”

1️⃣ How do teachers currently take attendance?
🗨️ “We use a mix of paper sheets and digital logs, but it's time-consuming.”

1️⃣ How do teachers currently take attendance?
🗨️ “We use a mix of paper sheets and digital logs, but it's time-consuming.”

3️⃣ What makes an educational app engaging for young children?
🗨️ “They need interactive characters, bright visuals, and instant rewards—anything that feels like a game.”

3️⃣ What makes an educational app engaging for young children?
🗨️ “They need interactive characters, bright visuals, and instant rewards—anything that feels like a game.”

3️⃣ What makes an educational app engaging for young children?
🗨️ “They need interactive characters, bright visuals, and instant rewards—anything that feels like a game.”

2️⃣ How do you negotiate prices?
➡️ "Endless back-and-forth emails and calls. It takes forever, and some vendors never respond."

4️⃣ What frustrations do teachers have with existing learning tools?
🗨️ “Most apps aren’t designed for young children. They either have too many distractions or aren’t engaging enough to hold their attention.”

2️⃣ How do parents stay informed about their child’s learning progress?
🗨️ “We get occasional updates, but we’d love real-time insights instead of waiting for meetings.”

2️⃣ How do parents stay informed about their child’s learning progress?
🗨️ “We get occasional updates, but we’d love real-time insights instead of waiting for meetings.”

4️⃣ What frustrations do teachers have with existing learning tools?
🗨️ “Most apps aren’t designed for young children. They either have too many distractions or aren’t engaging enough to hold their attention.”

4️⃣ What frustrations do teachers have with existing learning tools?
🗨️ “Most apps aren’t designed for young children. They either have too many distractions or aren’t engaging enough to hold their attention.”

🎯 Competitor Analysis: Process & Insights

🎯 Competitor Analysis: Process & Insights

🎯 Competitor Analysis: Process & Insights

Process: Researched market trends → Compared key players → Identified gaps → Positioned HOPE for differentiation.

Process: Researched market trends → Compared key players → Identified gaps → Positioned HOPE for differentiation.

Process: Researched market trends → Compared key players → Identified gaps → Positioned HOPE for differentiation.

Osmo

  • Key Feature: Hands-on interactive learning

  • Strengths: Engaging, tactile experience

  • Weaknesses: Expensive hardware, no automation

  • Target Audience: Schools, parents

Osmo

  • Key Feature: Hands-on interactive learning

  • Strengths: Engaging, tactile experience

  • Weaknesses: Expensive hardware, no automation

  • Target Audience: Schools, parents

Osmo

  • Key Feature: Hands-on interactive learning

  • Strengths: Engaging, tactile experience

  • Weaknesses: Expensive hardware, no automation

  • Target Audience: Schools, parents

Tapestry

  • Key Feature: Digital learning journal

  • Strengths: Strong parent engagement

  • Weaknesses: No real-time insights, no AR

  • Target Audience: Nurseries, educators

Tapestry

  • Key Feature: Digital learning journal

  • Strengths: Strong parent engagement

  • Weaknesses: No real-time insights, no AR

  • Target Audience: Nurseries, educators

Tapestry

  • Key Feature: Digital learning journal

  • Strengths: Strong parent engagement

  • Weaknesses: No real-time insights, no AR

  • Target Audience: Nurseries, educators

ClassDojo

  • Key Feature: Behavior tracking and gamification

  • Strengths: Encourages participation

  • Weaknesses: No immersive learning, no automation

  • Target Audience: Teachers, parents

ClassDojo

  • Key Feature: Behavior tracking and gamification

  • Strengths: Encourages participation

  • Weaknesses: No immersive learning, no automation

  • Target Audience: Teachers, parents

ClassDojo

  • Key Feature: Behavior tracking and gamification

  • Strengths: Encourages participation

  • Weaknesses: No immersive learning, no automation

  • Target Audience: Teachers, parents

🚀 Where HOPE Stands Out:

AR-Powered Learning – Gamified AR with Ziggy

Automated Attendance – Face recognition check-ins

Real-Time Insights – Dynamic student progress tracking

🚀 Where HOPE Stands Out:

AR-Powered Learning – Gamified AR with Ziggy

Automated Attendance – Face recognition check-ins

Real-Time Insights – Dynamic student progress tracking

👥 User Personas – Who Are We Designing For?

👥 User Personas – Who Are We Designing For?

👥 User Personas – Who Are We Designing For?

Understanding the end users was critical to designing a product they’d love. I developed personas based on real conversations and research insights.

Understanding the end users was critical to designing a product they’d love. I developed personas based on real conversations and research insights.

Understanding the end users was critical to designing a product they’d love. I developed personas based on real conversations and research insights.

Emma – The Nursery Teacher

Emma – The Nursery Teacher

Emma – The Nursery Teacher

💡 Needs: Automated attendance & engagement tracking.


⚠️ Challenges: Manual attendance, no real-time insights.

💡 Needs: Automated attendance & engagement tracking.

⚠️ Challenges: Manual attendance, no real-time insights.

💡 Needs: Automated attendance & engagement tracking.


⚠️ Challenges: Manual attendance, no real-time insights.

Liam – The 4-Year-Old Student

Liam – The 4-Year-Old Student

Liam – The 4-Year-Old Student

💡 Needs: Gamified AR lessons & rewards.


⚠️ Challenges: Gets bored with traditional learning.

💡 Needs: Gamified AR lessons & rewards.


⚠️ Challenges: Gets bored with traditional learning.

💡 Needs: Gamified AR lessons & rewards.


⚠️ Challenges: Gets bored with traditional learning.

James – The Parent

James – The Parent

James – The Parent

💡 Needs: A app with daily progress insights.


⚠️ Challenges: Lacks real-time updates on her child’s learning.

💡 Needs: A app with daily progress insights.


⚠️ Challenges: Lacks real-time updates on her child’s learning.

💡 Needs: A app with daily progress insights.


⚠️ Challenges: Lacks real-time updates on her child’s learning.

💡 Turning Problems into Solutions: Ideation Process

💡 Turning Problems into Solutions: Ideation Process

💡 Turning Problems into Solutions: Ideation Process

To turn ideas into action, I used structured brainstorming techniques like "How Might We?" (HMW) questions and the NUF Test to prioritize solutions that were new, useful, and feasible. As a team, we rated each feature to ensure we focused on the most impactful solutions.

🔍 How Might We? (HMW) Questions

We explored six key challenges to ensure HOPE addressed the most pressing issues in nursery education:

1️⃣ How might we automate attendance tracking to reduce teacher workload?
2️⃣ How might we make learning more engaging for young children using technology?
3️⃣ How might we improve communication between teachers and parents?
4️⃣ How might we help teachers track student engagement in real-time?
5️⃣ How might we incentivize children to stay engaged in lessons?

📊 Feature Prioritization – NUF Test

We evaluated each idea based on N (New) for innovation, U (Useful) for its impact on real problems, and F (Feasible) for ease of implementation.

To turn ideas into action, I used structured brainstorming techniques like "How Might We?" (HMW) questions and the NUF Test to prioritize solutions that were new, useful, and feasible. As a team, we rated each feature to ensure we focused on the most impactful solutions.

🔍 How Might We? (HMW) Questions

We explored six key challenges to ensure HOPE addressed the most pressing issues in nursery education:

1️⃣ How might we automate attendance tracking to reduce teacher workload?
2️⃣ How might we make learning more engaging for young children using technology?
3️⃣ How might we improve communication between teachers and parents?
4️⃣ How might we help teachers track student engagement in real-time?
5️⃣ How might we incentivize children to stay engaged in lessons?

📊 Feature Prioritization – NUF Test

We evaluated each idea based on N (New) for innovation, U (Useful) for its impact on real problems, and F (Feasible) for ease of implementation.

To turn ideas into action, I used structured brainstorming techniques like "How Might We?" (HMW) questions and the NUF Test to prioritize solutions that were new, useful, and feasible. As a team, we rated each feature to ensure we focused on the most impactful solutions.

🔍 How Might We? (HMW) Questions

We explored six key challenges to ensure HOPE addressed the most pressing issues in nursery education:

1️⃣ How might we automate attendance tracking to reduce teacher workload?
2️⃣ How might we make learning more engaging for young children using technology?
3️⃣ How might we improve communication between teachers and parents?
4️⃣ How might we help teachers track student engagement in real-time?
5️⃣ How might we incentivize children to stay engaged in lessons?

📊 Feature Prioritization – NUF Test

We evaluated each idea based on N (New) for innovation, U (Useful) for its impact on real problems, and F (Feasible) for ease of implementation.

NUF Prioritization

🌟 HOPE’s Smart Features & Engaging Activities

🌟 HOPE’s Smart Features & Engaging Activities

🌟 HOPE’s Smart Features & Engaging Activities

Top Features for Smarter Learning

Top Features for Smarter Learning

Top Features for Smarter Learning

Face Recognition – Secure, effortless check-ins.
AR Learning with Ziggy – Gamified lessons kids love.
Teacher Dashboard – Real-time insights for better tracking.
Parent Messaging – Instant updates for seamless communication.
Sticker Rewards – Encouraging engagement through fun incentives.

Face Recognition – Secure, effortless check-ins.
AR Learning with Ziggy – Gamified lessons kids love.
Teacher Dashboard – Real-time insights for better tracking.
Parent Messaging – Instant updates for seamless communication.
Sticker Rewards – Encouraging engagement through fun incentives.

Face Recognition – Secure, effortless check-ins.
AR Learning with Ziggy – Gamified lessons kids love.
Teacher Dashboard – Real-time insights for better tracking.
Parent Messaging – Instant updates for seamless communication.
Sticker Rewards – Encouraging engagement through fun incentives.

Activities Designed for Engagement:

Activities Designed for Engagement:

Sing-Along Songs & Rhymes – Easy audio-visual interactions.
Letter & Number Tracing – Gesture-based AR learning.
Shape & Color Matching – Tap-and-match mechanics with feedback.
Storytelling with Ziggy – Interactive narratives for comprehension.
Mini Quizzes & Rewards – Gamified tasks for active participation.

Sing-Along Songs & Rhymes – Easy audio-visual interactions.
Letter & Number Tracing – Gesture-based AR learning.
Shape & Color Matching – Tap-and-match mechanics with feedback.
Storytelling with Ziggy – Interactive narratives for comprehension.
Mini Quizzes & Rewards – Gamified tasks for active participation.

🛠️ Design System: Built for Young Learners

🛠️ Design System: Built for Young Learners

🛠️ Design System: Built for Young Learners

To create an engaging and accessible experience for young learners, I focused on a playful yet functional design—balancing vibrant visuals, easy readability, and intuitive interactions.

To create an engaging and accessible experience for young learners, I focused on a playful yet functional design—balancing vibrant visuals, easy readability, and intuitive interactions.

To create an engaging and accessible experience for young learners, I focused on a playful yet functional design—balancing vibrant visuals, easy readability, and intuitive interactions.

1️⃣ Colours – Friendly Look


  • Violet (#272052): Background

  • White (#FFFFFF): Text, icons

  • Yellow (#FFC83D): Buttons, CTAs, highlights

  • Green (#38F08D): Secondary buttons, Icons

  • Red (#F25D50): Error messages

💡 Needs: Automated attendance & engagement tracking.

⚠️ Challenges: Manual attendance, no real-time insights.

1️⃣ Colors – Fun & Friendly Look


  • Violet (#6A4BBC): Background

  • White (#FFFFFF): Text, icons

  • Yellow (#FFC83D): Buttons, CTAs, highlights

  • Blue (#4FC3F7): Secondary buttons, progress bars

  • Green (#7DC95E): Success messages

  • Red (#F25D50): Error messages

2️⃣ Typography

  • H1 (Poppins Bold, 32px): Page titles, key sections

  • H2 (Poppins Semi-Bold, 24px): Subheadings, labels

  • Body (Nunito Regular, 16px): General text, descriptions

  • B1 (Nunito Regular, 12px): Text Box

2️⃣ Typography

  • H1 (Poppins Bold, 32px): Page titles, key sections

  • H2 (Poppins Semi-Bold, 24px): Subheadings, labels

  • Body (Nunito Regular, 16px): General text, descriptions

  • B1 (Nunito Regular, 12px): Text Box

2️⃣ Typography

  • H1 (Poppins Bold, 32px): Page titles, key sections

  • H2 (Poppins Semi-Bold, 24px): Subheadings, labels

  • Body (Nunito Regular, 16px): General text, descriptions

  • B1 (Nunito Regular, 12px): Text Box

3️⃣ Accessible for Every Child

  • Voice Navigation: Enables use for pre-readers

  • Symbol-Based UI: Icons & shapes for color-blind users

  • Touch-Friendly Design: Large buttons & tap areas for small hands

3️⃣ Accessible for Every Child

  • Voice Navigation: Enables use for pre-readers

  • Symbol-Based UI: Icons & shapes for color-blind users

  • Touch-Friendly Design: Large buttons & tap areas for small hands

3️⃣ Accessible for Every Child

  • Voice Navigation: Enables use for pre-readers

  • Symbol-Based UI: Icons & shapes for color-blind users

  • Touch-Friendly Design: Large buttons & tap areas for small hands

4️⃣ Motion & Microinteractions – Making Learning Fun

  • Ziggy Animations: Rewards progress & engagement

  • Haptic Feedback: Tactile response on button presses

  • Step-by-Step Content: Gradual reveal to reduce overwhelm

💡 Needs: Automated attendance & engagement tracking.

⚠️ Challenges: Manual attendance, no real-time insights.

4️⃣ Motion & Microinteractions – Making Learning Fun

  • Ziggy Animations: Rewards progress & engagement

  • Haptic Feedback: Tactile response on button presses

  • Step-by-Step Content: Gradual reveal to reduce overwhelm

5️⃣ Layout & Spacing – Organized & Consistent

  • Grid System: 8-column (tablet)

  • Gutters & Padding: 8px spacing

  • Margins (Padding from screen edge): 24px-32px – allows breathing room

  • Tap Targets: Minimum 48px for easy interaction

5️⃣ Layout & Spacing – Organized & Consistent

  • Grid System: 8-column (tablet)

  • Gutters & Padding: 8px spacing

  • Margins (Padding from screen edge): 24px-32px – allows breathing room

  • Tap Targets: Minimum 48px for easy interaction

5️⃣ Layout & Spacing – Organized & Consistent

  • Grid System: 8-column (tablet)

  • Gutters & Padding: 8px spacing

  • Margins (Padding from screen edge): 24px-32px – allows breathing room

  • Tap Targets: Minimum 48px for easy interaction

6️⃣ UI Components – Kid-Friendly Interactions

  • Buttons (Padding 12px-16px, Rounded 99 px): Large, tap-friendly

  • Primary (Yellow #FFC83D): Main actions (Start, Submit)

  • Secondary (Blue #4FC3F7): Less critical actions (Back)

  • Disabled (Light Gray #D3D3D3): Inactive states

6️⃣ UI Components – Kid-Friendly Interactions

  • Buttons (Padding 12px-16px, Rounded 99 px): Large, tap-friendly

  • Primary (Yellow #FFC83D): Main actions (Start, Submit)

  • Secondary (Blue #4FC3F7): Less critical actions (Back)

  • Disabled (Light Gray #D3D3D3): Inactive states

6️⃣ UI Components – Kid-Friendly Interactions

  • Buttons (Padding 12px-16px, Rounded 99 px): Large, tap-friendly

  • Primary (Yellow #FFC83D): Main actions (Start, Submit)

  • Secondary (Blue #4FC3F7): Less critical actions (Back)

  • Disabled (Light Gray #D3D3D3): Inactive states

🏗 Information Architecture: Structuring HOPE for Seamless Experience

🏗 Information Architecture: Structuring HOPE for Seamless Experience

🏗 Information Architecture: Structuring HOPE for Seamless Experience

To ensure a seamless user experience, HOPE features a dual-interface system for Teachers/Admins and Parents, providing relevant features without clutter.

For teachers, email-based login determines access: Admins (Nursery Owners) manage settings, while Regular Teachers focus on daily tasks.

To ensure a seamless user experience, HOPE features a dual-interface system for Teachers/Admins and Parents, providing relevant features without clutter.

For teachers, email-based login determines access: Admins (Nursery Owners) manage settings, while Regular Teachers focus on daily tasks.

To ensure a seamless user experience, HOPE features a dual-interface system for Teachers/Admins and Parents, providing relevant features without clutter.

For teachers, email-based login determines access: Admins (Nursery Owners) manage settings, while Regular Teachers focus on daily tasks.

📐 From Concept to Concrete Designs

📐 From Concept to Concrete Designs

📐 From Concept to Concrete Designs

Class Dashboard – Monitor & Enhance Student Learning

Class Dashboard – Monitor & Enhance Student Learning

Class Dashboard – Monitor & Enhance Student Learning

This screen gives teachers a detailed view of class performance, helping them track progress, assign tasks, and support students effectively.

This screen gives teachers a detailed view of class performance, helping them track progress, assign tasks, and support students effectively.

This screen gives teachers a detailed view of class performance, helping them track progress, assign tasks, and support students effectively.

Add Student – Seamless Enrollment

Add Student – Seamless Enrollment

Add Student – Seamless Enrollment

Effortlessly enroll a new student by entering personal info, customizing learning preferences, setting up security, and assigning classroom details.

Effortlessly enroll a new student by entering personal info, customizing learning preferences, setting up security, and assigning classroom details.

Effortlessly enroll a new student by entering personal info, customizing learning preferences, setting up security, and assigning classroom details.

AR Activity – Immersive Learning Experience

AR Activity – Immersive Learning Experience

AR Activity – Immersive Learning Experience

Engage students in a hands-on, interactive learning environment with intuitive controls and real-time feedback.

Engage students in a hands-on, interactive learning environment with intuitive controls and real-time feedback.

Engage students in a hands-on, interactive learning environment with intuitive controls and real-time feedback.

Kids Home Dashboard – Personalized Learning

Kids Home Dashboard – Personalized Learning

Kids Home Dashboard – Personalized Learning

A structured, engaging space that helps kids stay motivated while allowing parents to track progress effectively.

A structured, engaging space that helps kids stay motivated while allowing parents to track progress effectively.

A structured, engaging space that helps kids stay motivated while allowing parents to track progress effectively.

🚀 Overcoming Challenges & Solutions

🚀 Overcoming Challenges & Solutions

🚀 Overcoming Challenges & Solutions

🔹 Kids Lost Interest in AR → Simplified tasks, added rewards & animations.
🔹 Navigation Was Confusing → Used intuitive icons & reduced buttons.
🔹 Attendance Was Passive → Face/PIN required before starting activities.
🔹 Too Many Customization Options → Introduced preset learning profiles.
🔹 Low Parental Engagement → Added milestone badges & printable rewards.

🔹 Kids Lost Interest in AR → Simplified tasks, added rewards & animations.
🔹 Navigation Was Confusing → Used intuitive icons & reduced buttons.
🔹 Attendance Was Passive → Face/PIN required before starting activities.
🔹 Too Many Customization Options → Introduced preset learning profiles.
🔹 Low Parental Engagement → Added milestone badges & printable rewards.

🔹 Kids Lost Interest in AR → Simplified tasks, added rewards & animations.
🔹 Navigation Was Confusing → Used intuitive icons & reduced buttons.
🔹 Attendance Was Passive → Face/PIN required before starting activities.
🔹 Too Many Customization Options → Introduced preset learning profiles.
🔹 Low Parental Engagement → Added milestone badges & printable rewards.




Conclusion & Future Improvements 🌟

Conclusion & Future Improvements 🌟

Conclusion & Future Improvements 🌟

The design sets a strong foundation for interactive and engaging learning.

Next Steps:
✔ Enhance gamification & reward systems.
✔ Conduct user testing for refinements.
✔ Provide deeper insights for teachers & parents.
✔ Expand AR features for immersive experiences.

Built for real-world impact & continuous growth!

The design sets a strong foundation for interactive and engaging learning.

Next Steps:
✔ Enhance gamification & reward systems.
✔ Conduct user testing for refinements.
✔ Provide deeper insights for teachers & parents.
✔ Expand AR features for immersive experiences.

Built for real-world impact & continuous growth!

The design sets a strong foundation for interactive and engaging learning.

Next Steps:
✔ Enhance gamification & reward systems.
✔ Conduct user testing for refinements.
✔ Provide deeper insights for teachers & parents.
✔ Expand AR features for immersive experiences.

Built for real-world impact & continuous growth!