Hologo

Helping learners access and navigate their AR learning experience

iOS Mobile, UX + UI, Information Architecture, Visual Design

Project Overview:

How are you supposed to learn from AR when you can’t even use it!?

Client:

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)

Context:

Role: Product Designer (Not affiliated)
Timeline: 2 Weeks
Platform: iOS
Tools: Sketch, Framer Classic

The Solution:

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.

Scope:

1. User Research
2. Information Architecture
3.Ideation
4. Interaction
5. Visual Design
6. Prototyping
7. User Testing

The Problem:

Hologo lacks interaction and gesture on-boarding, which prevents users from accessing the AR content and, ultimately, from learning what they care about.

The Goals:

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

Context

Learners want to feel engaged yet in control and unintimidated by what and how they are gaining information.

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.

Pain Points + Design Iterations (Ideation)

Missing Walk-Through Feature

The main problem was the lack of control walk-through (finger gestures, phone movements, and media controls) before the AR experience even began.

Task Flow Analysis - Before

Lo-Fi Sketches

Multiple iterations of possible solutions were explored foreach pain point. These were then synthesized to create a high fidelity prototype.

Different Features Sketched Out

Giving learners back their control

Pain Point 1

Pain Point 2

Pain Point 3

Prototype

Navigating your AR learning experience, easier than opening up a textbook

Task Flow Analysis - After

Validation Testing

Did the coaching help learners access their study material and simplify the learning experience?

Upon creating the clickable prototype, Learners were asked to complete the same task prior to redesign.

Task Completion - Before and After

Reflection

If Hologo and AR want to contribute to education, then they must design fast and simple ways for learners to access and control their learning experience

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.