Flikshop

Designing a digital learning management system for prisoners

OVERVIEW

Providing educational and community support to students in prison

This is an iConsultancy capstone project being completed by four University of Maryland students on behalf of Flikshop. This project gives us the opportunity to apply the skills learned through coursework to a real world problem. This project follows the design, prototyping and evaluation process from end-to-end.

Flikshop's mission is to support incarcerated residents and their families. Originally Flikshop provided support that enabled families to stay connected by mail. It has expanded to provide additional services, notably the Flikshop School of Business, an in-person education program.

Client

Flikshop

Fall Team

Brandon Cooper
Markus Hines
Miya Oshiro
Kayla Winbush

Role

Product Design
User Research
User Testing

Tools

Figma
Adobe XD
Miro
Photoshop

PROJECT OBJECTIVE

Scaling Flikshop School of Business Offerings Digitally

We will assist Flikshop with extending their offerings by designing an educational learning management system (LMS) that supports Flikshop's goal of preparing prisoners to qualify for in-demand jobs and to navigate the challenging social contexts of successful re-entry.

Long-Term Goal

Create a platform where students in prison can get the educational and community support they need and reduce recidivism.

METHODOLOGY/PROCESS

We used the 'Design Sprint Methodology' throughout our process

A Design Sprint is a unique process for validating ideas and solving big challenges through prototyping and testing ideas with customers.

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Sprint 1 Goal

Build a foundation of knowledge and set the focus for the remainder of the project.

Research to refine our understanding of the problem and opportunity and create and test one design concept to test with Flikshop scholars.

Sprint 1 Question

How can we design an app that will motivate and engage students to start a Flikshop Business course?

SPRINT 1 SOLUTION

A prototype exploring general interface elements and course selection

INSIGHTS

Our initial research centered around educational opportunities in prison, technology use in prison, and general instructional design approaches.

01

Having constant internet access can be seen as a security risks in prisons depending on the prison.

02

Fostering a peer-driven learning environment by including current and former prisoners in education and programming initiatives is motivating to students

03

Education in prisons should be individualized to accomodate prisoner's diverse needs and learning styles

04

Referencing Gagne's Nine Events, learning material should be attention grabbing and stimulate recall of prior learning by engaging students with different activities

USER MAPPING

We mapped the typical journey of student onboarding for a class to completing the class

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CRAZY 8 SKETCHING

Each team member sketched out a design idea for the application. Then, we critiqued each other’s solutions, focusing primarily on feedback from our co-designer.

CONSOLIDATED SKETCHES

Each team member sketched out a design idea for the application. Then, we critiqued each other’s solutions, focusing primarily on feedback from our co-designer.

Netflix for learning concept. Familiar UI for quick interest and engagement. Focused on overall presentation and organization of courses.
The Dopamine effect concept. Course content UI organization and functionality. Focused on course interactivity and neighbor motivation (dopamine) while learning.
Practice and Apply concept. Course content activities post-module learning. Utilizes an interest learning framework for students to direct and apply their own interests.
Independent Together concept. A socialization resource to foster community and providing course reference support for those seeking additional resources both in peers and mentors.
DECIDING

The team finalized the direction or concept to be prototyped with the client

Each team member shared their Solution Sketch, and the client came to a consensus on a single idea through decision-making exercises.

Netflix for learning concept. Familiar UI for quick interest and engagement. Focused on overall presentation and organization of courses.
STYLE GUIDE

Ensuring cohesive design

We created a style guide to help with maintaining consistency throughout the design.

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USER TEST RESULTS

We had a final interview with our co-designer where we went over the prototype and asked our participant to give us feedback.

results from user test
USER FEEDBACK

We had a final interview with our co-designer where we went over the prototype and asked our participant to give us feedback.

"I want to be just like him"

A narrative of how the app can equip you to go from being incarcerated to being a successful entrepreneur is important for incarcerated users.

"The teacher can relate to my current situtation"

The most important aspect for a student when choosing a class was divided between the connection to the teacher and the content of the course.

"Someone with limited device experience may struggle"

Design the UI to cater to those with varying digital experiences through the use of clear navigation and page design

"I don't want to read through all of this text"

Make information easily consumable by decreasing the amount of text present & using clear/concise wording.

REFLECTION

What did we learn

Proxy users can still be useful

Interviewing users currently incarcerated is practically impossible. The experiences of users previously incarcerated still proved insightful.

Setting clear expectations early is key

Understanding the expectations of our client and team members allowed us to complete tasks efficiently.

The Sprint methodology is flexible

The sprint process isn't a straight line. Its okay to circle back to or speed up a phase during the sprint.

Do what we can and plan to fail

Moving foward despite a knowledge gap and learning from our mistakes was the best option to test our ideas.

Sprint 2 Goal

Design the overview of the a Flikshop course and one online class module in the course based on the existing curriculum to evaluate user engagement and interest.

Sprint 2 Question

How can we design a course module that will maintain the quality of an in-person Flikshop School of Business course?

SPRINT 2 SOLUTION

A prototype exploring class module elements and course engagement

EXPERT INTERVIEWS

We interviewed 4 experts with experiences teaching incarcerated students and compiled data from the interviews into an 'How Might We' affinity map

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USER MAPPING

We mapped the users journey from start-to-end including the users feelings

Journey map designed by Kayla Winbush

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LIGHTNING DEMOS

This is an exercise that inspired our team with products or services we thought to use as inspiration for our concepts in the next phases of the design sprint.

Each person spent 3 minutes sketching ideas from products or services we could use in the sketching phase of the design sprint.

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SKETCHING & DECIDING

The team finalized the direction or concept to be prototyped with the client

Each team member shared their Solution Sketch, and the client came to a consensus combining ideas from our sketches through decision-making exercises.

STORYBOARDING

Mapping out each step of the experience we want to test and clarifying the pieces we need to prototype

The team developed a script that aligns the storyboard to the user and clarifies the structure of what mocks or experiences will be needed during testing.

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STYLE GUIDE

Ensuring cohesive design

We created a style guide to help with maintaining consistency throughout the design.

information-architecture-diagram information-architecture-diagram information-architecture-diagram information-architecture-diagram
USER TEST RESULTS

We had a final interview with our co-designer where we went over the prototype and asked our participant to give us feedback.

results from user test
USER FEEDBACK

We had a final interview with our co-designer where we went over the prototype and asked our participant to give us feedback.

"I want to continue to get more rewards"

Rewards were seen as motivational and encouraging

"I don't understand how these rewards could be used"

Users need more information on how the Rewards could be used

"I can't really grasp what I've done and what's next"

Users need more clarity with the design of the ‘What You’ve Learned’ section on what you have learned already and what you will learn in future videos

"This feels familiar and easy to use"

Layout and structure of the app was easy to grasp and familiar (this may not be true for users who have not taken an online course)

"Wasn't sure if I could select multiple choices or not"

Update buttons on surveys to make it clear when someone can select multiple answers or only one answer

"I found it but it took longer than neccessary"

Reorganize content of the Takeaways page (What You’ve Learned, Progress, and Rewards) so that it is more intuitive for users to find without direction

UNANSWERED QUESTIONS

Because the people we tested with were not similar enough to a person who would use the Flikshop app, we were unable to answer the following questions:

01

How easy is the app to use for people who do not have experience taking online classes?

02

Do students who are incarcerated find the course engaging and interesting?

03

Does the course have the most important components of a Flikshop business course?

REFLECTION

We had a final interview with our co-designer where we went over the prototype and asked our participant to give us feedback.

Be resourceful with recruiting users

We relied heavily on our client and the university to provide us with user participants and failed to find user participants on our own.

Prototype fidelity should reflect sprint goals

Going with a mid-fidelity prototype allowed us to collect the insights we needed surrounding functionality.

NEXT STEPS

Sprints 3, 4, and 5 during Spring 2022!

The team will be finalizing product stucture, interaction patterns, user scenarios, and technical environment/constraints document for each sprint in addition to the unique sprint goals.

Spring Team

Matt Alexander, Ghayas Akbar
Bree Douthitt, Markus Hines
Alea Oakman, Kayla Winbush

Role

Product Design
User Research
User Testing

Tools

Adobe XD, Miro, Figma

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