PLANT PARADISE.

Designing an App to Support School Teaching

Role.
Project manager
Web and application designer
Key Skills.
Research
Innovation
Implementation
Design
Collaboration
Introduction

Leveraging psychological principles to design a practical solution.

To support Quality Education. A United Nations' Sustainable Development Goal.

Research revealed two key insights:
1. Children are spending less time in natural environments. 2. Teachers face challenges with limited resources and lack the confidence to effectively integrate technology into engaging outdoor education lessons.

Research Finding 1.
Children are spending less time in natural environments.
Research Finding 2.
Teachers face challenges with limited resources and lack the confidence to effectively integrate technology into engaging outdoor education lessons.
Problem

Teachers face the daily challenge of teaching children about nature.

Often without the necessary resources to engage them effectively in the lessons.

1. How?
How could we develop a simple, technology-based solution to address the two main challenges identified?
2. For who?
The user groups identified were students, teachers, and parents.
3. Why?
The aim was to reconnect students with nature in a modern, educational way.
Solution

A 2D environmental education game was introduced to the curriculum.

Designed to be used in the classroom, helping teachers and parents overcome some of the barriers in modern education while engaging children and sparking their interest in nature.

Goal 1.
Enhance children’s opportunities to connect with nature and support their engagement in environmental education lessons.
Goal 2.
Provide educators and guardians with a simple, easy-to-use, and time-efficient resource for teaching engaging lessons about the environment.
Impact

Teachers empowered to teach their outdoor education lessons in a new and modern way.

Thus creating a lasting impact on students' engagement and overall learning.

The students could continue their learning in the game with friends outside of the classroom, engaging in a fun and interactive way that kept them connected to both each other and nature.

Changes due to user testing
Key issues identified to be addressed.
Which guided the team in making the necessary improvements.
Prototype Development
Design development of this new and modern application.
The team progressed through various iterations of the project, created in Figma, and tested with teachers and parents.

1. Wireframes.

2. First Design.

3. Final Design.

Clickable Prototype

Feel the effects.

Interact with the game to further understand its application to education. 

Challenges
Project problems the team was faced with.
Find out about the limitations and challenges encountered.

1. Collaborating to Create the Optimal Solution.

A key challenge was creating a solution that addressed the educational problem while remaining practical and impactful for users. With diverse ideas from the team, we collaborated to evaluate, refine, and align concepts with our goals.

This iterative process helped shape the final product’s features, ensuring it effectively enhanced educational outcomes.

2. Balancing Leadership and Project Management Responsibilities.

As the project manager, I guided the team through research, set clear responsibilities, managed deadlines, and addressed challenges.

I created a practical timeline that balanced task complexity with team members’ other commitments, ensuring steady progress while fostering collaboration and flexibility.

3. Navigating Design Decisions as the Team’s Sole Designer.

As the sole designer, I faced the challenge of making key design decisions that aligned with research findings and the team’s ideas. Defining a visual style, choosing between 2D and 3D, and selecting a color palette required balancing creativity, usability, and practicality.

Thoughtful research, iteration, and alignment with project goals ensured the design supported the game’s purpose and enhanced the user experience.

4. Limited User Testing for a Child-Focused Prototype.

During usability testing, ethical constraints limited testing to adults, such as teachers and parents, providing valuable insights but missing the critical perspectives of children, the primary users. Without their input, we couldn’t fully assess how they would interact with or enjoy the game.

Future efforts will focus on obtaining permissions and ethical approvals to include children in testing, ensuring the design truly meets their needs and provides an engaging experience.

Key Learning
What I learned as a result of completing this project.
Various aspects were learned or improved upon throughout the design process.  
Future Considerations
What I would consider with my future projects.
From my learnings, challenges, and limitations, there are various things I would adapt to my future projects to improve workflow and the general project process with a team.