UX research and design for better learning outcomes

We help leading EdTech companies create best-ever user experiences that enable people to achieve new levels of learning and teaching success.

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My working relationship with Openfield is one of the best I’ve had. I value and trust the partnership we’ve built together. We see them as another member of our team who has been instrumental in building great customer experiences with our products.

Selected clients and product teams that we collaborate with:

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An EdTech product owner and UX researcher review early testing recaps.

Squeeze the most value out of each round of UX testing with early research recaps

As an EdTech product owner, you likely know the drill when it comes to UX testing. You work with your UX research team to identify testing priorities. Next, your research team goes off and conducts user tests. A week or two later, you receive research findings. But there’s a better way — a very simple tweak to this process that allows you to be more engaged in user testing, drive more value out of each round of UX research, and iterate more quickly? The solution can be found in what we call “early research recaps.” 

Photo of UX design system for an EdTech product.

How to build an EdTech design system that supports multiple products

Most EdTech companies understand the value of design systems. Comprehensive UX design systems are much more than just a static library of fonts, colors, and reusable components such as buttons. Actionable design systems also establish principles to guide the usage of individual components. The result is improved efficiency, more effective design governance, reduced design debt — and a more user-friendly product.

A student user experiences haptic feedback in an e-learning app.

Want to increase product engagement? Expand your UX to include sensory cues.

Our best experiences outside of the digital world are made up of much more than what we can see. Think of walking in the woods, petting a dog, or eating a warm, flaky croissant. These real-world experiences engage all of our senses — not just sight — to create meaning and elicit delight. However, most digital experiences revolve around just one of our senses: sight. No surprise there.

A UX designer reviewing new onboarding features for an EdTech product.

How superior onboarding wins over EdTech users from sales to product evangelism

Using a new product for the first time is a little bit like meeting a new friend or coworker. In fact, users assess new products in much the same way we assess new people: with personality, looks, and ease of interactions all coalescing to form a positive or negative association. Those initial interactions quickly add up to a powerful first impression — one that can be hard to dispel over time.

UX researcher reviewing inclusive testing practices

Want to create a truly inclusive EdTech product? Start with inclusive UX testing.

EdTech products must meet the needs of the students, teachers, and administrators they serve, regardless of ability. The goal of inclusivity doesn’t just make sense because it is the right thing to do. Or because it is in keeping with the goals of educators more broadly. It also makes sense because it leads to a better-quality product — for everyone. For all of these reasons, more and more EdTech companies are embracing inclusive design.

Stressed college student using Edtech software

Want to reduce student anxiety and increase enthusiasm? Great UX is the answer.

Most digital products, such as social media, budgeting, and news apps, appeal to users on the basis of their utility or entertainment value. Individual users make the personal decision to purchase or download these products because they want to use them. EdTech software, on the other hand, is different. They are undoubtedly useful. But for student users, they may not seem like much fun when they are required to use them.