Hologo is using augmented reality (AR) to reshape the way we teach and learn in and out of the classroom. Research shows AR provides better results for spatially related learning and processing in comparison to printed material. (Computers & Education, Vol. 128)
Role: Product Designer (Not affiliated)
Timeline: 2 Weeks
Platform: iOS
Tools: Sketch, Framer Classic
Walk-Through with Coaching Marks
By showing learners how to use their AR learning experience before they even entered it, they were able to spend more time engaging with the AR content and little to no time trying to figure it out. When learners have more control over their AR learning experience, they have higher rates of engagement, retention, and purchasing.
1. User Research
2. Information Architecture
3.Ideation
4. Interaction
5. Visual Design
6. Prototyping
7. User Testing
Hologo lacks interaction and gesture on-boarding, which prevents users from accessing the AR content and, ultimately, from learning what they care about.
1. Introduce a walk-through feature with coach marks to show learners where to find their AR learning experience and how to use it
2. Replace vague buttons and progress trackers with clearer capabilities
3. Include collapsable additional information inside AR labels
AR is a valuable learning tool but the general population still doesn’t know how to use it. By designing and implementing clear controls (finger gesture, phone movements, and media controls), learners will retain more and be more likely to purchase AR learning experiences from Hologo.
The main problem was the lack of control walk-through (finger gestures, phone movements, and media controls) before the AR experience even began.
Multiple iterations of possible solutions were explored foreach pain point. These were then synthesized to create a high fidelity prototype.
Upon creating the clickable prototype, Learners were asked to complete the same task prior to redesign.
Even though AR is a valuable learning tool, the general population still does not know how to use it like they do smart phones and touch screens. It is up to designers to include features that teach learners how to use their AR learning experience so that they can get the most out of it.As designers, it is important to remember that learners can greatly retain and solve problems through tactility and visuals. We have the skill set to include that in products.If more time were allotted for the usability case study, the “Guided-Mode” would have been explored further to include information that is accessible to the deaf community.