Having some sort of design library to pull elements from makes life a lot easier


  • It works best when group members are presented with a what rather than a how or why

  • too much disclosure=invasive/ too little disclosure=impersonal

  • Respondents appreciated seeing their teams activity and were seemingly ok with the agreement being that they share theirs as well.


Role

Skills

Date

Sole UI/UX Designer

UI/UX

design systems

illustration

16 Apr - 17 Jul

Role

Skills

Date

Sole UI/UX Designer

UI/UX

Design systems

Illustration

16 Apr - 17 Jul

Research shows there are six primary Themes

Research shows there are six primary Themes

  • Helping students stay on task


  • Maintaining visual harmony through modular design to help users focus on the experience , not the interface


  • Helped massively while extending the scope of the project which means that the app can change with ever-evolving education methods.


Instead of the whiteboard, my idea originally was to integrate links to other collaboration

software such as FigJam and ClickUp. This proved to be too wide in scope, it was confusing

and asked already stressed students to download, create an account for, and learn

new, moderately difficult to learn software.


This would likely end up discouraging users from live collaboration and deprive the group of the aforementioned "contribution recognition" that is so important for a positive working environment. Additionally, software being overly complex or too reliant on the user knowing and trusting adjacent products, is one of the major issues with existing technologies.

The Main Prototype designed for desktop

The Main Prototype designed for desktop

The Main Prototype designed for desktop

Overview


The issues with group work

The issues with group work

The issues with group work

02 - the solution

02 - the solution

02 - the solution

04 - The Design System

04 - The Design System

04 - The Design System

05 - experiments

05 - experiments

05 - experiments

limitations

limitations

limitations

01 - The Groupwork Problem


It is all about perspective

It is all about perspective

Ineffective tools

Ineffective tools

Ineffective tools

Interactive Whiteboard

Interactive Whiteboard

Interactive Whiteboard

A Design System helps avoid over-complexity in the visual design

A Design System helps avoid over-complexity in the visual design

More information about group members' individual tasks

More information about group members' individual tasks

"Collaborate" Widget

"Collaborate" Widget

"Collaborate" Widget

00 - Introduction


Files shared during meetings and in the chat

Chats/meetings

Chats/meetings

Colour Palette

Typography

Typography

In order to enforce friendliness, trust and the collaborative spirit I am aiming for, I wanted to go with a relatively bright, color palette, making sure to keep it readable and high contrast without being harsh on the eyes.

In order to enforce friendliness, trust and the collaborative spirit I am aiming for, I wanted to go with a relatively bright, color palette, making sure to keep it readable and high contrast without being harsh on the eyes.

Satoshi - Legible, trustworthy but soft enough for the overall aesthetic.

Satoshi - Legible, trustworthy but soft enough for the overall aesthetic.

user flow

user flow

user flow

The interactive whiteboard is the best of both worlds, it's fully integrated, simple and can be accessed by anyone in the group at any time

The interactive whiteboard is the best of both worlds, it's fully integrated, simple and can be accessed by anyone in the group at any time

The interactive whiteboard is the best of both worlds, it's fully integrated, simple and can be accessed by anyone in the group at any time

Personal avatar

  • Personal avatar

Personal avatar

Brainstorming tools

  • Brainstorming tools

Brainstorming tools

Simultaneous Live meeting

  • Simultaneous Live meeting

Simultaneous Live meeting

Who's using the whiteboard

  • Who's using the whiteboard

Who's using the whiteboard

Help

  • Help

Help

Group project/name

  • Group project/name

Group project/name

group projects are serious, but collaboration does not have to be.

Negative feelings are not good for group work and almost every stage apart from completing a group assignment is stressful. Student Sync is not an application that students

must complete their work in directly and that is on purpose.


The avatars act as a little refresher, something to look at other than text. Alleviating the seriousness, encouraging just the right amount of relaxation to get a student, who might be stressed or introverted, ready to open up and collaborate.

some reactions to the avatars:


" Suddenly there was a lot of exciting visual elements after the more simple UX. also amused by the character profiles (liked the gorilla one)."


"I really liked the use of the avatars and them being playful and in cartoon form. Instead of work being something incredibly serious and not fun it was something to look forward to approach."

Ideas that didn't quite work out and needs more workshopping

Ideas that didn't quite work out and needs more workshopping

The intention for this feature was to improve accountability and to avoid arbitrary progression markers, however it would likely cause negative feelings.


"Why have they not done this". "They're taking too long", it creates an over-surveilled environment that encourages micro-managerial tendencies. It makes the user with the tasks nervous about how they are being perceived and it can cause feelings of inadequacy for those who are not confident in their abilities.


Oppositely it may stir feelings of superiority in those perceiving them, which we know based on studies, is a part of the number one reason why University group work causes negative feelings, which is the perception that one is better than another.

contents

Timeline

Timeline

Timeline

16 april

16 april

16 april

17 July

17 July

17 July

As a graduate and someone who is learning all the time, collaboration can be difficult and it is normal to make mistakes or for miscommunication to occur.


With Student Sync, the aim was to take the pressure off of students, to ensure solid group organization with a special focus on accountability, confidence, participation and group thinking.


Participation most of all. Ultimately, lurking cannot be avoided entirely but participation means that even if someone is not that communicative or social, they can still be recognized as a part of the group by others.


If the group can see in real-time, someone in their team who has not been talking, actively contributing to the group's progress, then that person exists to them. There is no " where were they" or negative feelings about that person. Increasing the awareness of one another and their contributions is the key to a positive group work experience.


University group assignments are notoriously difficult to navigate, both in how groups organise themselves and how social dynamics effect the feelings of those involved. How do we mitigate these feelings, avoid the unequal division of work and poor engagement with tasks?

As has been discovered in a number of studies, The main issue with group work at universities

and the stigma around them almost all stem from who thinks who is doing what and a lack of effective communication about that.


The PERCIEVED unequal distribution of work, students who SEE THEMSELVES as the "group leader", PERCIEVED incompetence. These on top of a lack of clarification about roles and the decision making process, contribute to negative feelings and worse academic outcomes.

As has been concluded in a number of studies, The main issue with group work at universities

and the stigma around them almost all stem from who thinks who is doing what and a lack of effective communication about that.


The PERCIEVED unequal distribution of work, students who SEE THEMSELVES as the "group leader", PERCIEVED incompetence. These on top of a lack of clarification about roles and the decision making process, contribute to negative feelings and worse academic outcomes.

Currently, collaboration tools that students use largely have limited functionality, problems with work-sharing, keeping track of your teams activity, scheduling issues and a reliance on an experienced user.


Issues like these discourage students from collaborating and leave them with no easy way to

take accountability or be held accountable for work they have or have not completed.

#FFFCF0

#FFFCF0

#FFFCF0

#FCF9EB

#FCF9EB

#FCF9EB

#0FBD4C

#0FBD4C

#0FBD4C

#2A7299

#2A7299

#2A7299

#9CBAC8

#9CBAC8

#9CBAC8

#1A1A1A

#1A1A1A

#1A1A1A

Satoshi

Satoshi

Satoshi

General sizing:

General sizing:

General sizing:

Header -

Header -

Subheading -

Subheading -

Text -

Text -

Weights:

Weights:

Weights:

regular

regular

regular

674

674

674

434

434

434

517

517

517

53

53

Header- 53

26

26

Subheading- 26

16

16

Text- 16

03 - general features

These features are to ensure that …

  • There is a concrete way of tracking who has done what.

  • Participation is encouraged.

  • "Lurking" is mitigated not shamed.

  • Students can allocate tasks to one another and they receive visual confirmation of those choices.

  • Students who fit more into the "group leader" archetype can be openly communicative about their expectations regarding task completion (this is encouraged as groups who perceive one person as being the "leader" tend to do better academically).

  • Unhealthy competition is avoided

  • Group timekeeping and deadline awareness is ever-present without being threatening .

  • There is a concrete way of tracking who has done what.

  • Participation is encouraged.

  • "Lurking" is mitigated not shamed.

  • Students can allocate tasks to one another and they receive visual confirmation of those choices.

  • Students who fit more into the "group leader" archetype can be openly communicative about their expectations regarding task completion (this is encouraged as groups who perceive one person as being the "leader" tend to do better academically).

  • Unhealthy competition is avoided.

  • Group timekeeping and deadline awareness is ever-present without being threatening .

Personal and teammate progress

Weekly to-do list and group calendar

Typeface:

Typeface:

Typeface:

Avatars

Avatars

Avatars

06 - Takeaways

06 - Takeaways

06 - Takeaways

Designing for groups of users completing tasks, is challenging more so in how to handle transparency



  • It works best when group members are presented with a what rather than a how or why

  • too much disclosure=invasive/ too little disclosure=impersonal

  • Respondents appreciated seeing their teams activity and were seemingly ok with the agreement being that they share theirs as well.


A little bit of sunshine goes a long way



  • Frankly i was surprised that the avatars were received as well as they were

  • Just because there is a seemingly childish element does not mean that the viewer is going to get turned off the app.

Having some sort of design library to pull elements from makes life a lot easier


  • I have mentioned that there was a moment when the project expanded in scope, originally it was supposed to be a set of pages that were visually interesting but did not bring any real storytelling into the picture, you couldn't see what the project was just what it looked like.

  • When i expanded to include the group onboarding process i was lucky to have a design system to pull from and i was able to maintain visual harmony much easier.

  • I also plan on adding more to the prototype as time goes on and I predict the design system will only become more useful and save more and more time.

Whiteboard icon for access from the chat page

Whiteboard icon for access from the chat page

Student Sync

Student Sync

lack of participation

lack of preparation

ineffective technologies

unequal division of tasks

negative feelings

lack of clarity

Matthew Mingle

Matthew Mingle

Home

Doodles

Back

Go to - De-Finder Brief

#385F75

#385F75

#385F75

#8BBED5

#8BBED5

Matthew Mingle

Matthew Mingle

Matthew Mingle

Student Sync

Role

Skills

Date

Sole UI/UX Designer

UI/UX

Design systems

Illustration

16 Apr - 17 Jul

00 - Introduction


As a graduate and someone who is learning all the time, collaboration can be difficult and it is normal to make mistakes or for miscommunication to occur.


With Student Sync, the aim was to take the pressure off of students, to ensure solid group organization with a special focus on accountability, confidence, participation and group thinking.


Participation most of all. Ultimately, lurking cannot be avoided entirely but participation means that even if someone is not that communicative or social, they can still be recognized as a part of the group by others.


If the group can see in real-time, someone in their team who has not been talking, actively contributing to the group's progress, then that person exists to them. There is no " where were they" or negative feelings about that person. Increasing the awareness of one another and their contributions is the key to a positive group work experience.


Overview


University group assignments are notoriously difficult to navigate, both in how groups organise themselves and how social dynamics effect the feelings of those involved. How do we mitigate these feelings, avoid the unequal division of work and poor engagement with tasks?

Currently, collaboration tools that students use largely have limited functionality, problems with work-sharing, keeping track of your teams activity, scheduling issues and a reliance on an experienced user.


Issues like these discourage students from collaborating and leave them with no easy way to

take accountability or be held accountable for work they have or have not completed.

01 - The Groupwork Problem


It is all about perspective

As has been discovered in a number of studies, The main issue with group work at universities

and the stigma around them almost all stem from who thinks who is doing what and a lack of effective communication about that.


The PERCIEVED unequal distribution of work, students who SEE THEMSELVES as the "group leader", PERCIEVED incompetence. These on top of a lack of clarification about roles and the decision making process, contribute to negative feelings and worse academic outcomes.

Colour Palette

#8BBED5

  • There is a concrete way of tracking who has done what.

  • Participation is encouraged.

  • "Lurking" is mitigated not shamed.

  • Students can allocate tasks to one another and they receive visual confirmation of those choices.

  • Students who fit more into the "group leader" archetype can be openly communicative about their expectations regarding task completion (this is encouraged as groups who perceive one person as being the "leader" tend to do better academically).

  • Unhealthy competition is avoided

  • Group timekeeping and deadline awareness is ever-present without being threatening .

These features are to ensure that …

03 - general features

Weekly to-do list and group calendar

Personal and teammate progress

Files shared during meetings and in the chat

Negative feelings are not good for group work and almost every stage apart from completing a group assignment is stressful. Student Sync is not an application that students

must complete their work in directly and that is on purpose.


The avatars act as a little refresher, something to look at other than text. Alleviating the seriousness, encouraging just the right amount of relaxation to get a student, who might be stressed or introverted, ready to open up and collaborate.

group projects are serious, but collaboration does not have to be.

some reactions to the avatars:


" Suddenly there was a lot of exciting visual elements after the more simple UX. also amused by the character profiles (liked the gorilla one)."


"I really liked the use of the avatars and them being playful and in cartoon form. Instead of work being something incredibly serious and not fun it was something to look forward to approach."

A Design System helps avoid over-complexity in the visual design

  • Helping students stay on task


  • Maintaining visual harmony through modular design to help users focus on the experience , not the interface


  • Helped massively while extending the scope of the project which means that the app can change with ever-evolving education methods.


Ideas that didn't quite work out and needs more workshopping

Instead of the whiteboard, my idea originally was to integrate links to other collaboration

software such as FigJam and ClickUp. This proved to be too wide in scope, it was confusing

and asked already stressed students to download, create an account for, and learn

new, moderately difficult to learn software.


This would likely end up discouraging users from live collaboration and deprive the group of the aforementioned "contribution recognition" that is so important for a positive working environment. Additionally, software being overly complex or too reliant on the user knowing and trusting adjacent products, is one of the major issues with existing technologies.

More information about group members' individual tasks

The intention for this feature was to improve accountability and to avoid arbitrary progression markers, however it would likely cause negative feelings.


"Why have they not done this". "They're taking too long", it creates an over-surveilled environment that encourages micro-managerial tendencies. It makes the user with the tasks nervous about how they are being perceived and it can cause feelings of inadequacy for those who are not confident in their abilities.


Oppositely it may stir feelings of superiority in those perceiving them, which we know based on studies, is a part of the number one reason why University group work causes negative feelings, which is the perception that one is better than another.

Designing for groups of users completing tasks, is challenging more so in how to handle transparency



A little bit of sunshine goes a long way



  • I have mentioned that there was a moment when the project expanded in scope, originally it was supposed to be a set of pages that were visually interesting but did not bring any real storytelling into the picture, you couldn't see what the project was just what it looked like.

  • When i expanded to include the group onboarding process i was lucky to have a design system to pull from and i was able to maintain visual harmony much easier.

  • I also plan on adding more to the prototype as time goes on and I predict the design system will only become more useful and save more and more time.

  • Frankly i was surprised that the avatars were received as well as they were

  • Just because there is a seemingly childish element does not mean that the viewer is going to get turned off the app.

Back

Go to - De-Finder Brief