Design for good

Project Aims

To understand a problem space within sustainability issues.
To design an application that can have a positive effect on the problem space.

Introduction

The number of students with special education needs (SEN) in the UK is rising fast, yet the support available is not expanding to meet that need.

Drag & Zoom

Defining the problem space

The starting point was in exploring the UN sustainability goals, I decided to tackle the issue of inequality in education.
I found that students with SEN were considerably less likely to pass their core subjects at a GCSE level.
SEN numbers are rising at a fast pace, with an increase of 80,000 between 2023/2024.

The bigger picture

Due to poor levels of success in secondary education, 30% of staff in the UK have a skills gap with numeracy, and 18% have a gap in their literacy.

The plaN

The plan was to design a solution for supporting children with special needs education at the earliest point possible in their education.

user interviews

To gain a wider insight into the problem space I conducted user interviews with a wide range of subjects relevant to the sector.

My subjects were:

  • A Teacher
  • An Education Consultant
  • Two separate parents
  • A student who had SEN requirements

User interview findings

The findings started to show it was as much about supporting parents in aiding their own children as it was the children themselves.

Shedding light onto the power of learning games and how beneficial technology is to children.

As well as solid evidence that intervention isn't taking place early enough in a child's education which ties to inequality.

Subject matter expert interview

I was incredibly lucky to interview a true expert in his field Marius Frank, with a long standing career in education and assistive technologies.

Marius enabled me to focus in on more of a specific issue surrounding systemic beliefs and cultural opinions on children with learning difficulties.

The most beneficial takeaway was that if we can support and change the attitudes of parents as a whole, children wont have to depend on funded support.

Competitor Review

The key takeaways from the 5 different education tools were:

  • Parents, children and teachers should be equal stakeholders in the design process
  • Accessibility needs to be at the forefront of an education tool
  • Apps with means of tracking progress are especially beneficial to a child's confidence and independance

User personas

Learnings from the competitor reviews showed the most successful products were those that kept teachers, parents and children as stakeholders throughout the design process.

Therefore my personas were exactly that:

  • Teacher
  • Parent
  • Child

The value proposition canvas

The value proposition was the last segment of phase 1 of design for good, starting to outline the pains of the target audience and produce gains (solutions) in hope of making a difference to the problem space.

Features to aiding parents in the support of their children:

  • A study Journal
  • Learning Games
  • A Parental Forum
  • Screening Capabilities

The value proposition

“Building an app for parents with useful features around screening children for learning difficulties, helping parents with extra-curricular learning involvement and the ability to communicate individual problems surrounding SEND.”

Ideation modelling

Phase 2 was all about consolidating research into solutions, data modelling techniques were used to develop a minimum viable product to set the goal for the design phase.

Ideation models used:

  • Impact effort matrix
  • User Story Maps
  • User Journey Maps
  • User Story Tables
  • Opportunity Solution Trees

User task diagrams

Using task flow diagrams I started to model the MVP, including the onboarding process, accessibility settings and the screening chatbot and the forum feature.

wireframing

Following an iterative design process, the first row is initial early stages, the middle row is my test flow that I conduct usability tests with then the third row is wireframes that are ready to move to midfidelity.

Inital Wireframe -

Test flow -

Iterated -

Mini the mineral

Mini can help parents in a variety of ways, using the built in prompts to simplify SEND local offers or even just to help breakdown homework tasks enabling parents to be better involved in their childs education.

Starting a chat

Homework scan

learning plan

The outcome

A positive response to a complex problem, theoretical but still having features that would be a true benefit to parents.
A Figma prototype showcasing every step of from screening to gaining support.

key takeaways

Ideation modelling has significant benefits to a design process.
Covering a variety of bases in user personas enables a wider empathy range.

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