The Commons XR User Research

The Commons XR aims to create a bias-free virtual reality classroom where teachers can transport their students anywhere the learning takes them. Their VR and AI platform provides real-time engagement analytics to increase engagement and persistence.

Client
The Commons XR

Timeline
April 2022 - June 2022

Role
UX Researcher, Intern

Background

As a UX research intern, I was part of the team tasked with developing a branding strategy for TCXR's product and website, with a focus on catering to the needs of different stakeholders.

Problem

How might we help schools increase student engagement and performance with inclusive and immersive learning experiences?

Stakeholder Analysis

We identified that the primary stakeholder for TCXR's product was the instructor, while the secondary stakeholder was the student

  • While administrators needed a lot of buy-in, teachers would be the ones implementing the product and needed to be able to transfer their instructional skill set from in-person to virtual with ease.

User Research Questions

To gain insights into the needs and preferences of the different stakeholders, I created user research questions for teachers, students, administrators, and parents.

  • Our research revealed a common theme across stakeholder groups: the importance of social and emotional well-being in the learning experience, particularly in the context of the pandemic.

  • We split our questions into two categories: technology/tools and social emotional learning (SEL).

Sample questions:

  • Students:

    • SEL: Would you feel more comfortable sharing your challenges with a trusted adult online versus in-person? What are your reservations about sharing those difficulties?

    • TECH: Have you played augmented reality (e.g., Pokemon) or virtual reality games (eg, beat saber, skyrim)? How would you feel about your identity being redacted from the learning experience?

  • Teachers:

    • SEL: What have you noticed (in your remote teaching experience) that has created anxiety for students? Was there any one thing in particular, list in order of importance if more than one.

      • What do you think is missing (or any limitations) in your capacity to deliver a great learning experience?

    • TECH: What accessibility technology do you use for students with varying abilities? Are there any crossover technologies that you use online and in-person? How do you use these in practice?

  • Administration:

    • SEL: What policies are in place to address bullying and how the school is willing to resolve these issues? Traumatic Events (post-COVID, death of family, …etc.) Does your school have a process in which they have a school counselor? If yes - how long does it take for an appointment?

    • TECH: How do you determine what technologies your district or school will use/integrate? How can you tell if the tools you chose to integrate are making an impact?

  • Parents or Guardians:

    • SEL: Does your child, unsolicited, confide in you about any social/emotional challenges from their school environment? If you have to solicit, do you feel comfortable asking your child these questions? Would you feel comfortable using a school counselor for your child?

    • TECH: Would you be comfortable with your child using immersive technology for learning purposes in the classroom? What would help you study with your child in an immersive environment?

Conclusion

Even though the internship ended before we could gather data from the company's UX testing, our research questions provide a solid foundation for future testing and development of the TCXR product.

Our guiding question should continue with the development of the TCXR product as it moves forward with the emphasis that a successful VR classroom platform should prioritize the needs of teachers and students while also addressing the concerns of administrators and parents.