GreenAIR elearning app

GreenAIR elearning app

GreenSCENT is an H2020 project that aims to produce a competence framework covering all Green Deal areas. The project also develops different demonstrators for educational purposes, such as an augmented reality app educating on air quality. These will be tested in different European regions and at all educational levels – from primary to higher education.

GreenAir app

The BSC goal was to design an application that aims to inform, educate and promote behavioural changes related to air quality topics. The Barcelona Supercomputing Center was in charge of one of the “Demonstrators”. A digital application for students from 10 to 15 years old, to explore air quality concepts using augmented reality technology.

How might we co-design an air quality education app that engages and empowers students to learn and develop new competences around air quality topics.

My Role: Lead product designer and project manager

Development: David García

Scientific advisors: Jan Mateu, Alvaro Criado, Albert Soret

Content design: Andria Nicodemou and Marina Corradini

User research

We used a variety of research approaches in our effort to create a smooth and human centered experience.

  • During this stage we combed through the available literature, studies, and resources to get a solid grasp of user behaviors, preferences, and trends. We gained important information from our first action that served as the foundation for our further initiatives.

  • These interviews provided us with valuable insights into the reasons that drive users' actions, the specific situations in which schools incorporate the topic of air quality into their educational programs, and the potential variations that exist between different educational institutions and the countries they are situated in.

  • In this Participatory activity we propose the design of a game, the Air Quality Application, as a way of exploring the air quality competences for students as well as for teachers and parents. We report on three experiments in which character design, storytelling and game design revealed important insights for the user experience research team to inform the design decisions of the Augmented Reality application, objective and functionalities.

  • Taking advantage that another partner from the Consortium had planned an activity related to air quality, we took the chance to conduct guerrilla interviews, a method that involves impromptu interactions with people in real-world settings. This enabled us to gather rapid feedback from diverse individuals, ensuring a broader perspective on how the students relate to air quality.

This comprehensive approach ensured that our app was not only technically proficient but also aligned seamlessly with the real needs and desires of our users.

Concept Development & Design Process:

Drawing from the valuable insights obtained through user experience research, we arrived at a strategic design choice to develop an application that could effectively impart fundamental air quality concepts within a short span of a few lessons. To enhance student involvement, we integrated gamification elements, a method proven to captivate students, making the learning process more interactive and enjoyable.

We opted to incorporate augmented reality technology into some lessons to enable students to interact with air quality maps directly, fostering a more engaging learning experience. Our intention was to not only teach students how to interpret these maps effectively but also to cultivate the necessary skills and awareness for a more environmentally conscious world.

User interface Design:

As an integral component of the narrative structure employed in the app, we made a deliberate choice to introduce an avatar. This avatar was created with the intention of allowing a warm and engaging way to exploring air quality themes. To align with the focus on air quality, we opted for a bird as the avatar, given their particular susceptibility to health issues stemming from air quality concerns. This bird-avatar combination serves as your companion throughout the learning journey, offering guidance during lessons and challenges.

In terms of the app's visual design, our emphasis was directed towards crafting a user interface that is not only approachable and friendly but also highly functional and accessible. Our design approach aimed to ensure that users of all backgrounds and abilities could seamlessly engage with the application, enhancing the overall user experience.

User Testing and Feedback:

We're currently in the midst of a comprehensive testing phase where we're examining both the design and content aspects of our project. This stage involves putting our design elements and content through their paces, observing how users interact with them. The feedback we've received from these tests has been really encouraging and informative, highlighting what's working well and areas where we can make improvements. Looking ahead, we're planning on going through a series of iterative cycles in the coming months.

Final Design and Features:

The development and testing are still in process, in the year 2024 different piloting activities will be held in the schools that are part of the consortium.

High fidelity prototype screens

Previous
Previous

C3S Press Data Portal

Next
Next

CALIOPE