Join us for ongoing reflections on the role that UX research and design plays in helping people learn and teach better.

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    UX team members conducting an audit of an EdTech product to reduce design debt.
    ARTICLE: Chris Albert

    Getting out of design debt with an actionable UX audit

    Products, like people, don’t always age gracefully. When it comes to digital products, this aging process begins as soon as new features or bug fixes are introduced and it accelerates when you’re consolidating multiple products into one platform. Over time, as more and more changes take place, design debt (or internal inconsistencies that don’t match the product’s underlying design system) naturally begins to accrue. From minor visual discrepancies all the way up to broken functionalities, design debt fragments and undermines user experience.

    Photo of young Native American student using educational software
    ARTICLE: Adam Sonnett

    Does your product really serve all your users? Yes, it may be accessible, but you need to ensure you are accommodating other underrepresented populations.

    Underserved populations face challenges that you may be overlooking in your UX research and design. Product teams need to consider their needs because making sure your product is accessible means more than just ensuring it functions well for users with physical and intellectual differences.

    Background graphic for EdTech prototyping guide

    Not sure which prototype to use? Here’s your guide to strategic prototyping.

    Prototypes are essential tools to ensure efficient, cost-effective and ultimately successful EdTech products. But how do you know which prototype to use for every scenario? Our guide demystifies the process of choosing the right type of prototype with a detailed tour through the different stages—from initial paper sketching to functional iterating.

    Photo of young African American boy using learning app on smartphone
    ARTICLE: Jacob Hansen

    Motivational design: a new perspective on gamification in UX design for EdTech

    Gamification is a term that comes up frequently in user experience (UX) design. It’s a method whereby designers borrow design principles from video games to create products that are more intrinsically enjoyable to use. Think Duolingo: it’s a language-learning app with game-like features that keep users motivated to become fluent in a new language.

    Abstract background image depicting futuristic AI technology
    ARTICLE: Trevor Minton

    Achieve better UX outcomes by using AI strategically

    Throughout 2023, the education market appears to be steadily shifting from a position of apprehension toward AI’s role toward embracing the it’s potential. It was only last year that instructors lamented ChatGPT and its ability to promote plagiarism in the classroom. Anecdotally, however, we believe we’re seeing fewer instructors who view artificial intelligence as an adversary and more who view it as an ally. 

    Case Study: New connected digital experience for students and instructors fuels rapid market dominance.

    Openfield provided UX strategy and design that resulted in this intuitive, innovative suite of learning tools that facilitate campus communication and create a standardized ecosystem of support at every stage of the student lifecycle.

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