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Case Study · StrongMind

StrongMind App

A mobile application giving students and parents clear, actionable insight into academic progress, designed for a 6th grader, useful for everyone.

Role
UX / UI DesignerIdeation · UX · Prototyping · UI · Front-end
Duration
2 MonthsJuly 2020 – September 2020
Company
StrongMindIn-house · EdTech
Platform
iOS & AndroidIonic Framework
StrongMind App hero
5%Increase in student seat time
12%Improvement in course completion
2 roundsOf moderated usability testing with 15 participants
4.9/5Ease of understanding: Attendance Status
Background

About the project

The StrongMind App is an iOS and Android application for StrongMind, an EdTech company supporting charter schools across the country. I had been leading the app since February, and the next major feature was a Student Overview, giving students and parents meaningful insight into academic progress directly on their phones.

Student overview

The Challenge

Data-rich, but approachable

This was a much more data-rich and information-dense feature than anything the app had included before, with new patterns and new complexity. The Student Overview had to satisfy a strict set of constraints:

  • Simple enough for a 6th grader to understand
  • Actionable information based on real business requirements
  • Include a circle graph (direct CEO request)
  • Make sense from both a parent and student perspective simultaneously
  • Be modular, agnostic enough that each client could use it without certain features

All of this information needed to fit in a hierarchically meaningful way while being approachable, digestible, and concise.


The Solution

Define, sketch, test

I started by aligning the acceptance criteria with engineering and PM to ensure every data point was feasible and correctly scoped. Then I moved to sketching and wireframing possible combinations of the data, checking existing StrongMind products for patterns I could leverage.

Sketches page 1 Sketches page 2

Initial sketches and wireframes

After getting the initial layout established, I moved to wireframes and ran guerilla testing with a coworker who happened to be the parent of a student at one of our client schools, a quick gut check before working with our UX Researcher on a structured round of testing.

Prototype screen 1 Prototype screen 2 Prototype flow

Low-fidelity prototype


Testing & Results

Two rounds, real users

Working with our UX Researcher, we ran 8 moderated sessions with 4 students and 4 parents. Key findings from Round 1:

  • Users successfully navigated to course-level breakdowns and back
  • Missing Assignments and Average Grade rated as most important data points
  • Catch-up assignments concept caused consistent confusion; users conflated it with missing assignments
  • Weekly assignment goal graphic was poorly understood
  • All users would use the app (students claiming daily) to check grades and progress

Armed with that feedback, I revised the designs and ran a second round with 7 participants (4 returning). The high-fidelity redesign improved comprehension across the board.

Iteration board

Visual design iteration board

Design iteration A
1 Round 1 design
Design iteration B
2 Round 2 revision

Round 2 findings confirmed stronger comprehension of the layout and weekly progress circle. Attendance Status scored 4.9/5 for ease of understanding. The catch-up concept remained a challenge and was flagged for future iteration.

High fidelity prototype

High-fidelity prototype tested in round 2


Final Product

Shipped and in use

Final design light Final design dark
Overview screen Attendance screen Content feed screen

Results

Measurable impact

5%
Increase in student seat time
12%
Course completion improvement
4.9/5
Ease of understanding for Attendance Status
5/5
Layout rating from round 2 participants
Learnings

What I learned

This was a large feature completed in a short timeframe with multiple rounds of real user testing. I'm proud of the speed of collaboration and the volume of learning it generated.

  • 1Things that seem simple to designers are often misunderstood by users. The catch-up assignments concept seemed logical internally; users found it consistently confusing.
  • 2Users generally want to dive deeper into specifics. The overview was appreciated, but course-level data was where engagement truly lived.
  • 3Guerilla testing, even with one well-chosen person, surfaces issues worth solving before committing to full research sessions.