Overview
Nomie is a web-to-mobile responsive platform that facilitates the fostering of relationships in a classroom environment. Maintaining or creating human connections is challenging, especially considering the impact of the pandemic on forging relationships. For over two years, students faced challenges meeting their peers due to the remote lifestyle imposed by the global predicament. Despite society returning to a new normal in 2023, students still struggle to form friendly connections.
Problem
Students often struggle to remember the names of their classmates, leading to awkward interactions and difficulties in forming connections and building relationships within the classroom environment.
Goals
Create a new game named “The Name Challenge” to help students learn each other’s names to foster inclusivity, collaboration, and community-building.
The game that will help to enhance student engagement
Students often need help remembering the names of their classmates, leading to awkward interactions and difficulties in forming connections and building relationships within the classroom environment.
Competitive analysis
Before beginning the design phase, I conducted a competitive analysis of 3 mobile applications designed to improve users' memory for names and faces. I observed how competitors solve similar problems by taking screenshots and noting common features. By interacting with the applications, I also evaluated potential areas for improvement and feature changes.
User Personas and Journey Mapping
After gathering the initial insights, I led a User Journey Mapping online workshop with my team to identify persona, goals, and scenarios. The workshop helped me visualize the process.
User flows
Before designing the interface, I created a visual user flow to align with the team on feature functionality. This also contributes to a smoother navigation experience, helping users accomplish tasks efficiently.
Competitive Analysis
Student User Persona
Teacher User Persona
User Journey Map
Student User Flow
Teacher User Flow
Wireframe Prototype (click to interact)
Prototype (click to start Interact)
Style Guide
Wireframe testing
Testing Background:
The goal of this testing session was to evaluate the usability and engagement of the game, focusing on aspects such as starting a new game, reviewing rules, memorizing names and photos, bidding, and the actual challenge process.
Major Trends and Key Findings:
The Instructions and game rules were generally clear, but some participants wanted more explanation or simpler language.
There was mixed feedback on the memorization process, with some finding it engaging and others hypothesized struggling to connect the names and photos they saw on the screen to faces they see around them.
The time limit for memorization was generally sufficient, but some preferred no time limit or a longer duration.
The bidding mechanic was well-laid-out and easy to use, but participants wanted more clarity on incentives and consequences.
Only 1 of the 5 participants was willing to take on the challenge
The participant who accepted liked the challenge/competition aspect.
The participants who declined had concerns about social pressure and potential embarrassment, especially for introverted participants.
Design Recommendations:
I clarify instructions and explanations, using more straightforward language and providing more context.
Enhance visual cues and progress indicators to communicate game stages and mechanics better.
Explore ways to aid memorization, such as providing additional context or personal details about classmates.
Clarify incentives and consequences of bidding to encourage higher bids.
Consider alternatives to the public challenge format to reduce social pressure and embarrassment, especially for introverted students.
Provide options for different learning styles, such as speech-to-text for name pronunciation or alternative memorization techniques.
Improve the layout and spacing of name and photo displays during the memorization phase.
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