EdTripper: Optimising educational trip planning for schools across Australia

Overview

To design and implement Ed Tripper, a user-friendly tool that facilitates the organization and management of educational trips.

Addressing the logistical challenges faced by schools and ensuring a seamless, engaging experience for both educators and students.
  • The project began with an initial concept to simplify educational trip planning, requiring a comprehensive UX design process that started with in-depth research to map out the user journey.
  • Conducted a series of workshops over several weeks to ideate, test, and refine the user experience, involving educators and stakeholders to ensure the platform met their needs.
  • Performed thorough due diligence on different service partners to ensure they could meet the platform's technical and user experience requirements.
  • The team built the product from scratch, consistently adhering to the defined requirements and UX constraints, ensuring a seamless and user-friendly final product.

Challenges and Problem Solving

Research Methodologies Used

 

Research Papers: 

Reviewed existing academic research into relevant areas to validate  any potential early stage design decisions. Some of those reviewed that enhance student engagement, motivation, and learning outcomes by incorporating game-like elements into the learning process. 

User Interviews and Surveys:

Conducted in-depth interviews with educators and surveyed over 30 teachers to understand their challenges and preferences. This helped identify key areas for improvement and essential features needed in the platform.

Competitive Analysis:

Analyzed existing educational trip planning tools, focusing on their features, user experience, and shortcomings. This analysis informed our strategy to differentiate Ed Tripper and offer superior functionality.

Evaluation Sessions:

Conducted user evaluation sessions with products in a similar space. Performed a heuristic evaluation to systematically pinpoint areas of friction and inefficiency, providing a foundation for our design improvements.

 

 

Some of the research material

The Final Product

Interface Design Philosophy

The difficult task here was to create an experience that was frictionless and helpful for teachers and educators. While also trying to engage young students in a fun and exciting way.

The range of students using the platform were between the ages of 6 and 18, which made the objective harder.  Our goal was to be fun, friendly without veering towards overly childish. Through, testing and iteration with our different end user types, we have been given all positive signs that we did achieve that. 

Ed Tripper
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