ARC


A mathematician, neuroscientist, and industrial designer had the pleasure of partnering with Discovery Education to build out an AR system that engages students in complex math subjects. We evaluated the prototype's potential for future classroom use by testing its level of engagement.

A mathematician, neuroscientist, and industrial designer had the pleasure of partnering with Discovery Education to build out an AR system that engages students in complex math subjects. We evaluated the prototype's potential for future classroom use by testing its level of engagement.

me

ux researcher & ar designer

Madeline Paulsen

ux researcher & designer

Tymirra Smith

ux researcher

me

ux researcher & ar designer

Madeline Paulsen

ux researcher & designer

Tymirra Smith

ux researcher

Sponsor

August 2021

to

December 2021

🗞️ Press

Introduction

Higher-level math subjects (e.g. geometry, trigonometry, and calculus) are filled with formulas and jargon and can be intimidating and overwhelming for students without a strong understanding of basic math concepts.

Our goal was to design immersive experiences that can establish a safe space to foster deeper learning and reduce anxiety around higher-level mathematics.


Research

Questions
  • What is the current state of Augmented Reality (AR) in education technology (ed-tech) and math education?

  • What are the teachers' perspectives on ed-tech in higher-level math?

  • How are math teachers engaging students in higher-level concepts?

  • What are students’ perceptions of engagement with math concepts?


Immersive Content Exploration

We began our research by conducting a literature review to understand the current use of AR in educational technologies.


Literature Review

9 papers on AR in education
9 papers on math education
3 research journals on ed-tech in the classroom


Annual Teacher Survey

Administered in Oct 2022
Sample size of 121, 9-12th teachers 
K-12 teachers across the US


Math Classroom Explorations
Teacher Interview

We conducted semi-structured interviews to talk to math teachers from public and private high schools and learn how they currently implement tools in their classrooms. We needed to gather insights from teachers teaching in different learning environments, to help us gather inclusive insights. We also wanted to use the interview to ask teachers how they currently teach complex math concepts to their students, and specifically how they currently teach the Unit Circle and make it relevant to students.


Student Focus Groups

We decided to conduct a focus group with students because we believed that there would be some value in speaking with students directly. Students feel more comfortable engaging in small group discussions with their peers. These discussions helped us deepen our understanding of the insights we gathered, and the students were able to chime in and provide us with more context. Listening to the conversation among the students allowed us to learn and gather real-time insights and reactions.

2 focus groups

1 Private school

1 public school


Activities

  1. Word Cloud Discussion: Warm-up activity

  2. Open-Card Sort: Write down tools you find helpful while engaging in math classes and sort each tool as a group activity

  3. Storytelling: Reflect on how you seek assistance and what makes the aid more impactful.



Findings & Design Requirements

How can we use AR to engage students and allow them to visually explore and practice higher-level math concepts?

  1. Student Autonomy
Insights
  • Students want to feel in control of their learning

  • Students want content to be presented in a variety of mediums

  • Students want to understand how concepts relate to each other

Design requirement #1

Students should feel as if they have autonomy over their learning

  1. Low Effort Implentation
Insights
  • For a teacher adopting new tech into their classroom, tech literacy is key

  • Teachers believe students would benefit from more digital tools, but face significant barriers to implementing these tools

Design requirement #2

The Design should be easy for teachers to implement in the classroom

  1. AR = Engagement
Insights
  • Supporting student exploration and engagement allows them to learn better

  • Teachers find that students are more engaged during learning activities with AR tools

Design Requirement #3

Teachers should feel the content is engaging for their students

  1. Exploration is Key
Insights
  • Supporting student exploration and engagement allows them to learn better

  • Students want platforms that help visualize equations and graphs

Design Requirement #4

Students should feel engaged with the content when completing the activities

Ideation

The three of us were very new to the AR space at the time and we had no clue how to get started with designs, we had more experience with designing wireframes and 2D interfaces, but had no clue what lo-fidelity designs would look like in a 3D space.

How can we create low-fi designs for AR?

We got creative and realized we could use, multiple mediums to make our designs. We decided to take spacial photos of our environment and sketched over the photos to create our designs.

Concept Evaluations

AR Experts

5 experts from Discovery Education

30-45 mins sessions

Math Teachers

3 teachers (2 private schools, 1 public school)

30-45 mins sessions

Concept 1

Students will use what they know about angles and special right triangles to restore a world using AR. They would piece together a world built on the foundations of a unit circle.

AR Experts' Feedback

Creates mixed experiences so AR is supplemented to Classroom lessons

Teachers' Feedback

Interactive and can build fluency with practice


Concept 2

Students will complete exercises about the unit circle and create their own intricate crop circle using the unit circle to build their own real-world crop circle using plants.

AR Experts' Feedback

The progressive development of the story is encouraged by learning.

Teachers' Feedback

Engaging story that supports students understanding of materials.


Concept 3

Students build out their own understanding of what the unit circle is by curating a greenhouse​, through the use of regular in class practice on past concepts and learning new ones​

AR Experts' Feedback

Longitudinal Experience that supports long-term learning.

Teachers' Feedback

Supports practice and formative learning


Final Concept

Hard decision awaited us, we took into consideration all the feedback from our concept evaluations and we decided to design a final concept that combined aspects of all 3 concepts.

Feedback 1

AR supplements classroom activities

Implementation: Tool supplements Math Textbook


Feedback 2
Progressive Development of an engaging story

Implementation:Main character leads storytelling


Feedback 3
Interactive and encourages practice

Implementation: Add context to math problem from story & Gamification as reward


Feedback 4
Supports formative learning

Implementation: Encourage learning that takes place overtime

We started sketching out our ideas to connect the concepts we wanted to design


Then using the Adobe stock assets we brought our ideas into higher fidelity and begin creating wireframes of our concepts using Adobe Aero.

Tools Used for Designs


Design Language


Prototype

World & Story

Context: Students views the world map and is introduced to the story.
Why: Invites students to explore and sparks interest to further engagement.
Accessible Considerations: Audio triggers, Sizing of world, and environmental representation.


Motel & Math Problem

Context: Students views the destroyed motel and is prompted to solve math problem
Why: Incentives engaging with problem and spark curiosity to build understanding
Accessible Considerations: Audio triggers, bolding, highlight, large font, color blind-friendly colors.


Motel Interior & Reward

Contexts: Student earns a token, and visits the inside of the motel they restored.
Why: Provides students with an incentive to practice and complete math problems.
Accessible Considerations: Audio triggers, Large icons and font, color blind-friendly colors.



Evaluations

Heuristic Evaluations

Tasks
  1. Navigate to the practice problems in the ARC app. (From onboarding to practice problems)


  2. Please repair the water tower of the motel (Solve word problems to repair)


  3. Please show us how you would clean up the inside of the hotel (Interact with story elements as reward)


Heuristics
  • Visibility of system status

  • Match between system and real world

  • User Control and freedom

  • Consistency and standards

  • Error Prevention

  • Recognition rather than recall

  • Aesthetics and minimalist design


Results

  • Does not make assumptions on what the user knows or what they can do

  • The environments are very well designed. They are clear and do not overwhelm the user.

  • Color use is good with a soft, contrasting palette.

  • Background music feels very appropriate and doesn’t take center stage.

  • Solving the angle question is well designed and is easy to access.


“I love the visual style across the 2D elements and the 3D elements. Beautifully presented and cohesive”


Error Prevention

  • Tapping on some 3D and UI elements was tricky

  • Some UI elements would be better if they occupied screen-space as opposed to world space. In particular the persistent menu*

Usability Testing

Tasks
  1. Navigate to the practice problems in the ARC app. (From onboarding to practice problems)

  2. Please repair the water tower of the motel (Solve word problems to repair)


  3. Please show us how you would clean up the inside of the hotel (Interact with story elements as reward)


Usability, Engagement Questions, and Results

  • Story engagement: Will students find the story engaging and fun?

    Yes, students liked the storyline and felt it didn’t distract from the math problems


  • Transition between AR and real world: Will students struggle to move between working on paper and the AR practice problem?

    Students were able to move seamlessly between their calculator and paper while solving problems


Students Liked
  1. The perseverance coin and highlighting of mathematicians.

  2. The detail of the 3D models and spent time exploring the map and motel models.

  3. The background music that played during some activities.

  4. The storyline and added objectives to the problem sets.

Students Suggested
  • Adding a “focused view” of the word problem to remove visual clutter while solving

  • Greater emphasis on the trigonometry vocabulary in the word problem

  • More assistance when the problem is answered incorrectly

  • Clearer labeling of visualizations of practice problems in app


User Engagement Results
  1. Focused attention: Feeling absorbed in the interaction and losing track of time.

    Average score of 3.57/5


  2. Perceived usability: The degree of control and effort expended.

    Average score of 3.14/5


  3. Aesthetic appeal: The attractiveness and visual appeal of the interface.

    Average score of 4.47/5


  4. Endurability: Users’ willingness to recommend an application to others or engage with it in future.

    Average score of 4.47/5


Iterations

Screen vs World Space

Screen space is defined as the "2D plane" the users see on their monitors, while world space are the 3D environment/objects that are portrayed on their screen. Often times world space can be a virtual environment and scene in a video game, while a screen space would be the menu page where a player can pause the game and control the game settings. In our project the world space is the actual environment the users are in that is projected on the mobile devices, and it was important for us to allow the users to have clearer distinctions between their world space, and the UI around it.

Changes

  1. Utilized and created a distinction between screen vs world space to help user focus on the math problem

  2. Built out feature that uses screen space

  3. Made the menu a part of fixed “screen space” in the UI of the app

  4. Made menus and icons easier to interact with because they are no longer in 3D “world space” where it is hard to tap on objects

Learning Assistance Design Iterations

Changes

  • Clearer signifiers to show interactions

  • Realistic angles

  • Label for variable going to solve for


Usability Design Iterations

Onboarding Updates

  • Added more instructions on the learning assistance elements within the practice problems

  • Provided detailed animations to visualize how users could interact with elements