Translating User Research into Effective EdTech Design Solutions

A look at how we can empower EdTech with research-based design

Apr 25, 2024

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5

min read

An illustration of a woman looking at a large quadrant with stick notes.

Transforming EdTech products through research-driven design solutions

Leveraging extensive research to inform impactful design solutions is critical, especially in the dynamic field of EdTech. Every observation of real human behaviour can significantly enhance how we interact with educational tools. However, translating these insights into practical features requires a thoughtful approach. Let's delve into how we can ensure that research efforts are not lost and effectively guide the development and enhancement of EdTech applications.

Setup an agenda

Research should begin with clear objectives, whether it's to answer specific questions about learner engagement or to test hypotheses related to instructional methods. Initiatives might range from improving existing digital platforms to addressing unmet educational needs. By aligning research goals with educational outcomes, we can ensure that findings directly contribute to product development.

Certain studies and hypotheses will be more directly related to design. For instance, user testing a concept not only boosts your confidence in it, but also often leads to immediate design decisions.

Other research studies are equally important. Market studies, customer profiles, mental models, or other studies may take longer to translate into tangible product solutions. It's crucial not to overlook these studies in the continuous pursuit of UI designs.

Synthesising and summarising findings

Success in applying research to design depends on understanding it well and explaining it to others. This means identifying and explaining the main points from a study.

Changing research into simple language is key. It should be easy for others (like stakeholders or team members) to understand. You can use storyboards, sketches, graphs, or executive summaries to share the main points quickly.

It can be hard to spot design opportunities during research. Most people won't say things like "your information is confusing" or "you need to guide me through signup better." You have to read between the lines to understand behaviours and context.

Collaborating and aligning with stakeholders

In the context of EdTech, sharing research outcomes with all stakeholders—including educators, tech developers, and policy makers—is essential for gaining support and driving product development. This collaborative approach ensures that the solutions devised are not only innovative but also practical and grounded in real-world educational needs.

Exploring and testing EdTech Solutions

Once potential solutions are identified, the next step is to prototype and test these ideas within the educational context. This phase is crucial for understanding how theoretical designs perform in real classrooms and learning environments. Whether it's a new app interface or an entirely new learning tool, iterative testing and feedback allow for fine-tuning before full-scale deployment.

Start by brainstorming ideas based on your research. These ideas should clearly link back to the research insights. If you can't explain how your solution connects to the research, then you need to go back and rethink it.

Here are some ways to discover design opportunities:

  • Group your findings by location in the app or website. See which areas stand out and concentrate on those.
  • Organise ideas by the user's journey stage. Check where most insights are gathered and look for opportunities.
  • Categorise the research according to user type. Do specific user profiles, like new or existing users, stand out?

To check if your ideas are based on research, discuss them with someone who doesn't know about the study. As they ask questions, see if you can justify your choices with research. If you're relying on your own ideas or preferences, you might be deviating from the research findings.

Some design solutions will be clear from the research. For example, if all participants misunderstood a button's text, then try out new button text.

Other solutions may not be as obvious. For example, if students express concern about their privacy when using a learning platform, there isn't a single correct response. This concern might necessitate a broader design effort to enhance privacy protections and make users feel more secure.

As you create ideas, think about how sure you are about them. Should you test them in a cost-effective setting (like a prototype) before implementing them in the actual product? Consider if your recent work has given you enough confidence to move forward.

Testing is about turning insights into designs. You're testing a design that represents an idea, to see how it holds up in the learning environment.

User testing is simply another research round. It will provide new insights and require another evaluation process. So keep repeating this process.

Solutions don't always have to be about the user interface (UI) design. Your research might show that improvements could come from changes in content, branding, the messaging, or the technical backend. Don't only focus on UI. If your research shows potential in an area you don't usually work on, talk to other teams. See if you can work with them to use your findings.

Continuous improvement through iterative design

In EdTech, the design process is never static. Continuous improvement based on ongoing research and feedback is essential. Each cycle of testing and feedback provides deeper insights, helping to refine products so they truly enhance learning and teaching experiences.

Conclusion:

Realising research in designs

Usually, the end goal of a good UX research project is to come up with design solutions. As long as we don't lose our way, we can use what we learn to create something that helps people and customers. A great product team can take these insights and create thoughtful plans and design projects.

The main goal is to make sure all research helps to build effective, fun, and easy-to-use educational technologies. We aim to take findings, turn them into designs, and test these new ideas to improve student experiences. This not only helps students but also supports educators, making technology key to successful modern education.

Image by Stas Kulesh

About
the author

Matt Boyle

Sr. Product Designer

Matt is a Product Designer with an eclectic skillset centred around creative problem solving. His design thinking is driven by empathy and clarity to design stand out digital experiences. With a background working as part of in-house digital teams and for agencies; he’s helped startups, brands and corporations to launch and transform their digital presence.