Clusters: Learning space booking service.

Learning spaces promote active learning permitting the discussion of real-world situations and urging involvement in research and debates. This project focused on designing a service that predicts and books formal and informal learning spaces for a higher education institution.

Clusters is a real-time intelligent learning space prediction and booking service. The real-time capability of the service constitutes its ability to learn as situations occur and make predictions and finally, suggestions based on this learned information. It uses real-time GPS locations and predictive analytical algorithms to provide the availability and capacity of learning spaces within a higher education institution.

Figma was used as the main design tool and I made use of user journey mapping techniques, user personas and a usability study to substantiate this project.

The Challenge

This service faces the challenge of making the education process a smoother and more collaborative effort through easy access to learning spaces. Could this be achieved by the user-centred approach of designing focusing on a primary stakeholder, students, primary touch point, learning spaces and a primary service component, a mobile phone with internet access and GPS all the while maintaining the intelligent component of the service?

Requirements

  • Role: Service Designer, User Researcher

  • Methods: Interviews, surveys, synthesis wall, ideation, brainstorming, journey map, service blueprint, prototype.

  • Tools: Figma, Adobe Illustrator

  • Timeline: 3 Months

Process

  • Secondary Study

  • Case study

  • Low-Fidelity Prototype

  • Mid-High Fidelity Prototype

  • User Study and Evaluation

  • Conclusion

  • Identify tools for research data collection, create personas and journey maps and user studies to justify service design.

  • Identify and focus on stakeholders, technologies, services providers, third parties, the web/cloud and the products.

  • Pinpoint some critical values such as retaining consistency throughout every touch point.

  • Design and develop interactive user interface prototypes employing the identified elements, material design components, and Figma.

Aims and Objectives

 Findings of Secondary Study

Digital literacy is now an essential requirement in education. It has influenced the adaptation of university procedures to the guidelines of The European Higher Education Area. Recognizing the connection between technological advancements, higher education, and economic development leads to a basic understanding of the relevance of an intelligence-based higher education learning space service. The secondary research examined the various literature and knowledge relevant to the various sectors being implemented in the service project.

Scoping Project

Stakeholders

  • University administrators

  • Students

  • Learning space administrators

  • Venders

  • Students from other universities

  • Lecturers

Service Components

  • Machine learning algorithms

  • Mobile phone

  • Internet

  • GPS

  • Application

  • Internet service providers

  • Google play store/App store

Touchpoints

  • All indoor and outdoor learning spaces.

  • Advertisement on Social media

Constraints

  • Integration issues due to students being stuck in their old ways of accessing learning spaces.

  • Scepticism about the privacy of use of a location-based service.

Personas

They are derived from actual users and data collected from user research. The data used in developing the following personas is derived from reviewed literature and user case studies based on collaborative learning, learning spaces, higher education institutions and observations considering the various stakeholders.

Scenarios

Scenarios 1: Kevin, 25, a master’s student at the University of Leicester, needs a reliable place to study on various days. He is writing his thesis and has no time to go from learning space to learning space in the hopes that the space is available and quiet. He needs a place with academic resources that does not become unusable due to weather conditions. He prefers not to be in a crowded area.

He wants something convenient like a real-time learning space availability prediction and booking services that can secure a learning space for him on the university campus at a period when the space in not crowded. He is a planner and does not mind how far the location is from his home as long as he gets to book in advance. He has reliable internet access but does not like to carry his laptop around.

Scenario 2: Amy, 17, is a newly enrolled student at the University of Leicester. She is unfamiliar with the campus and has not met a lot of people studying her course. She is very introverted and likes to study in groups as it helps her grasp concepts faster. She also wants to make a lot of friends and likes being outdoors.

She wants a convenient service that shows her where a lot of people are gathered to increase her chances of making friends. The more people the better. She however does not feel comfortable travelling a long distance and would like a learning space close to her accommodations. She is not very good at planning and thus wants a service that would tell her what is happening in real time. She likes to go to the learning spaces with her flatmates.

User Journey map

I visually represent a user’s journey through the service, indicating all the different interactions they have. This will allow us to notice what parts of the service the user likes and which parts we have to improve upon.

  • The student may first become aware of the service by touchpoints such as interacting with administrative staff or from advertisement by university officials or social media.

  • They then join the service by using service components such as internet, app store or play store and sign up to the service using a software product in a form of a mobile or web application.

  • After interacting with the application or product, the user books an indoor or outdoor learning space based on their location, number of the students and preference.

  • The intelligent component, the machine learning algorithm, learns from and matches the students based on preferences, choices, availability, and predictions.

  • The user then interacts with a stakeholder in the form of the learning space administrator who then proves access to the primary touchpoint, the learning space

Low/Mid Fidelity Prototype

User/Primary Study

Overview

A remote moderated usability test was conducted by a master’s student at the University of Leicester on the 6th of May, 2021, to evaluate a medium-fidelity prototype of Clusters.

Participants

Five university students participated in the study. Each participant performed 3 tasks.

Duration

The duration of each test varied greatly due to the choices made by each participant.

Sessions

Sessions varied greatly due to the type of choices made by each participant. They were handed a questionnaire that required background information and a pre-test questionnaire, and a post-test questionnaire. These were to measure the subjective measure of the participants. The questionnaire also had a section for the performative measurement of the participant by the Tester.

Each of the participants was also asked to rate the experience of the test and provide recommendations on ways through which the service could be improved.

Tasks

Task 1: Register for the service using the Clusters mobile application

Task 2: Make a booking for a learning space of your choosing.

Task 3: Make a booking for a learning space using the map feature of the service component.

Performance measurement metrics

Each participant after each task was rated on their ability to finish the task without being prompted and the speed used the finish the task. It was measured in seconds

Task Completion Success Rate

Time on Task

Overall Metric

Results

All participants were able to complete the tasks without prompting. Most were simply reminded that they had the chance to quit at any time.

Zoom was the software of choice in this test as it was the most readily available platform across the board. Participants finished each task by using a virtual copy of the service component. Task 2 took the longest to complete on average and Task 3 had the shortest time.

The service component seemed to have been a success with the participants. However, there were issues of security and privacy especially concerning the real-time location component of the service component. 100% of all participants seem to rank the overall website a 5 on a Likert scale gauging usability implying the website was indeed very usable

Evaluation and Recommendation

Most participants agreed that they would recommend the service to other students and went on to make the following recommendations:

  • Include cache history from the user session.

  • Easier map search and navigation.

  • Best interface or a more interactive service component with an attractive interface.

  • Include chatrooms to improve the sociability of the service.

The overarching picture of this intelligent service focuses on making life easier for all stakeholders and university students. The medium fidelity prototype no not completely comprehensive seemed to have conveyed the overall idea of what kind of service clusters are.

The main issue was the problem of privacy and security as with most location-based applications and services. Most students hover agree that such a service would be helpful and welcomed in an ever-changing and interconnected digital world

Conclusion

As there was no extensive development in the way of implementation, the future recommendation would be the full implementation of the design. This document attempted to apply the basic principles used to evaluate a designed service. An intelligent real-time learning space prediction and booking service, Clusters, is described and evaluated using a medium-fidelity paper prototype or wireframe. User research methodologies are adopted and analysed to produce a conclusive result about the usability of the service and recommendations are made based on received feedback..

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