For this project, our team was tasked with creating a reading engagement program for Scholastic. Our first course of action was to research what goals Scholastic would seek to accomplish through this program. We found that Scholastic's reputation as an educational resource was in decline among students and teachers. The question then became, how can we build an application that regains Scholastic's reputation and increase children's interest in reading? Our solution was to create a reading incentive product that is engaging and educational for children. We believe this would :
We were tasked with creating a reading engagement product for Scholastic.
User research, persona development, feature development, scope definition, project management, sketching and ideation, branding, presentation deck
To understand more about Scholastic's current offerings, I researched Scholastic programs through company website and surveyed parents and teachers regarding their thoughts and feelings about Scholastic and their programs
We visited a playground at Yerba Buena Center to conduct user interviews and sent out surveys to parents and teachers in our network
The program should make sure kids actually read the books they said
The programs we used were too easy to game
There needs to be awesome prizes
My daughter did a summer reading program, now she reads at a high school level
I don’t like the books my son wants from the book fair
There is a lot competing for children's time such as TV and activities
Using our research, we created empathy maps for our parent user and child user. This helped us develop our personas.
How might we allow Susan to help Jenny improve reading skills so that she can take an active role in her academic success?
How might we measurably increase Jenny's reading by using extrinsic rewards catered to her as well as instrinsic rewards in a sense of mastery and accomplishment?
How might we regain Scholastic’s reputation as an educational company while creating interest around Scholastic products?
From here, we used the personas to create SSNiFs (Stakeholder, Situation, Needs and Features charts ). This allowed us to identify possible features that were directly tied to our users' needs. Next, we prioritized the features and decided which ones we would design for our MVP.
The app had two target users, parents and students, who would each have different views in the app. Students could be under 13 years old which meant that additional steps were needed to allow them to sign up safely and securely.
These are some of the wireframes I created for various parts of the website. The online app allows students to log reading, test their knowledge and earn prizes. It also allows parents to view their child's progress and add custom prizes.
User goals addressed through student challenges:
Educational Value: other reading quizzes were based more on remembering facts. The questions should be about important information from the book rather than trivia
Fun & Interactivity: create a more engaging experience by using img, videos and other media
Creative Confidence & Engagement: open ended prompts to encourage deeper thinking and give importance to the child’s own thoughts and beliefs