Drawing in a digital science notebook
Context
Project: Science Notebook in a Universal Design for Learning Environment (SNUDLE)
SNUDLE is a digital science notebook that enables students who have difficulty reading and writing, or are otherwise unmotivated for science learning, to successfully navigate the scientific inquiry process. A UDL design framework helps remove construct-irrelevant barriers to learning and supports students' science sensemaking skills.
Project attribution: CAST, Inc
This content was developed through a grant from the Institute of Education Sciences, U.S. Department of Education
“I think what made it engaging for them was the fact that they had options and opportunities to do things a little differently. If they didn't feel like writing and they wanted to draw, they could draw instead of type. If they didn't feel like typing or drawing they could use speech to text.
I think having options within the tool and giving them a little bit of freedom and choice really got them excited."
– 4th grade teacher
The Research behind SNUDLE
The development of the SNUDLE tool was part of a research study that used a randomized control trial to examine whether implementation of SNUDLE significantly increased fourth grade students’ knowledge and motivation for science when compared to those using traditional science notebooks.
My contributions to dissemination efforts included co-authoring an article published in Frontiers in Education, and creating an informational flyer that we shared with practitioners.
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Yu J, Wei X, Hall TE, Oehlkers A, Ferguson K, Robinson KH and Blackorby J (2021) Findings From a Two-Year Effectiveness Trial of the Science Notebook in a Universal Design for Learning Environment. Frontiers in Education. 6:719672. doi: 10.3389/feduc.2021.719672
Design opportunity
Challenge: Teachers saw value in the drawing tool, and loved that students could express themselves in multiple modalities (UDL!), but in practicality, the tool presented barriers to learning. Teachers had limited time for students to complete their science investigations, and they wanted students to be focused on higher-level thinking, not wasting time trying to draw every single arrow in a food chain.
Our goal was to develop a series of enhancements that would make the drawing tool easier to use.
Role: UX Designer
Skills: User Interviews, Landscape Research, Prototyping, Usability Testing
Tools: Figma, Zoom (for remote user testing), Jira, Google Workspace
Analyze
In our discovery research phase I conducted a landscape analysis to compare functionality in similar products.
Plan
I created project management documentation to efficiently scope the work and assign tasks for the team. While the SNUDLE web application was developed internally, a contracted agency was doing the programming for the draw tool, so it was especially important to clarify roles and responsibilities.
I used tools like Slack, Jira stories, and Google Docs comments to track questions and feedback, in order to enhance communication on my team.
Test
We conducted remote usability testing to try out the draw tool with elementary school students. Our goal was to provide scenario-based challenges for students to complete, and have them think-aloud while they worked.
We used student-friendly language and kept the sessions engaging and fun.
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Ideate
I used Figma for whiteboarding, prototyping, and handing off design requests to our developers.