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SUBJECT

Innovation Design Studio 

PROJECT

‘Rural Reach’ is an all-inclusive, personalised Learning, Management System (LMS) and resource hub that capitalises on artificially intelligent technologies to deliver lesson plans. The platform features interactive and downloadable resources designed for teachers who experience understaffing issues and low student engagement.

Members of Rural Reach can navigate from their dashboard to view three key features:

  1. ‘My Schedule’

  2. ‘Lesson Plans’ – featuring the ability to combine content across different curriculums into a single unified lesson plan. This is designed for understaffed schools that may require one teacher to operate across multiple year groups.

  3. ‘Resource Library’

 

The project is divided into three parts:

  1. Problem Definition

  2. Conception Ideation

  3. Visualisation and Prototyping

Section (1) is outlined in Business Start-Up Proposal,  and section (2) and (3) are detailed in the final product slide deck.

PROBLEM SPACE & OBJECTIVE

Regional, Rural and Remote (RRR) communities are faced with significant disadvantage when it comes to the quality of their education systems. A lack of adequate funding from the government has exacerbated the unique challenges faced by these schools as a result of their geographical isolation.

Despite being a prominent issue in the eyes of the public for more than 20 years, no formal national strategy has been implemented to tackle the growing socioeconomic divide between Australia’s regional and urban communities.

'Rural Reach' was designed to enhance the quality of education for regional students, giving teachers in understaffed schools access to personalised resources and lessons plans that build directly off government curriculum, without need for internet connection - a scarce and unstable commodity in RRR communities. 

Methodologies

User Research

In the initial stages of the project, I underwent preliminary secondary research to identify clear research objectives, conducted a discovery survey, and further in-depth interviews to gain a wholistic understanding of user needs and key pain points. 

Market Analysis 

I segmented the target market by:

  • Segment Size

  • Geographic Spread

  • Demographic

  • Psychographics

and used this to identify a key target market for the service. 

A Competitor Analysis Matrix and table was designed to identify key gaps and opportunities in the market place. 

A SWOT Analysis was included to examine the proposed product and market.

 

A further Stakeholder Map was designed to highlight the indirect, direct and core stakeholders to be considered in the design of the product or service.

Ideation

Four key methodologies were completed in the initial ideation phase of development:

  1. Identifying our 'Criteria to Evaluate Success'

  2. Idea Saturation 

  3. Crazy 8s

  4. The '4 Ws'

Prototyping

The final design underwent 4 phases of prototyping as a part of the iterative design process:

  1. Initial Sketches

  2. Storyboarding

  3. Low-Fidelity Paper Prototyping

  4. High-Fidelity Paper Prototyping

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