Making periodic table intuitive, interactive and easier to learn
Discovery of customers’ mindset and then service evaluation for a redesign project

1. Overview

Many researchers, instructors, and scientific educators perceive chemistry as a difficult topic for students due to the abstract nature of many chemical ideas, teaching approaches used in class, a lack of teaching tools, and the complexity of the chemistry language.

Problem

Students become overwhelmed by the amount of information presented to them in the early stages of learning chemistry, such as understanding the periodic table, different elements, and how they react with one another.

While some students rapidly grasp the principles, the majority find it difficult and perplexing due to a lack of visualisation.

Role & Responsibilities:

In this collaborative team project, I was responsible to conduct design thinking workshops and usability testings to report actionable findings.

Timeline:

Feb’21 - Mar’21 | 3 months

Project Type:

EdTech | Academic project

2. Design Thinking

To solve these problems, we brainstormed together and came up with ways to make periodic table, visualise, interactive, intuitive and easier to grasp concepts of it.

Feature Set

PayNearby partnered with nearby retail stores and enabled them with the tools to provide assisted banking and digital commerce services to their local communities. PayNearby transforms the nearby retail stores into FinTech Marts.

Questions will be displayed on the set of cards. These cards will have questions right from creating elements, simple molecules or balance equations

A periodic table board with various elements represented on it. To configure the cube, place it on the element square of the board. The board is magnetic and transfers the element to the cube by contact. 

To increase the count of element, for example, from H to H2, tap on the ‘+’ and ‘-” marked on the sides of the cube.

Connect two cubes ‘side by side’ to form a molecule. For Example cube H2 + O -> H2O. 

For correct formation of molecules or equations (as shown in the image above) the cubes will momentarily flash 'green' to indicate the correct answer. For any wrong combination, they will flash 'red'. Wrong means, wrong elements and order of elements. Meaning, for the question of creating a water molecule, H2O, if one combines H2 and Cl to form H2Cl or ClH2, it will flash red. The cubes will flash orange for correct choice or elements but from order, like this, OH2.. Prompts users to rearrange the cubes.

It can be a multiplayer game by connecting two boards together and quizzing each other.

Board and the cubes can be activated with the question on the card by scanning the QR code on the question card on the board. This is to make sure the card and the cubes and the cards know what the question is in order to provide appropriate feedback.

A mobile application with prompts of learning like “molecules of the day” to keep on continuous learning.

AR view in mobile application to visualise the cubes into a 3D model of the molecule created.

Display of ‘more information’ of the molecules created on the physical board and the mobile application.

Shaking the cubes to make them back to default. 

To limit the number of cubes, the cubes can be reused. The way to do this is to transfer the ‘answer’ to the first cube and me the consequent cubes back to default, thus enabling them to be reused

3. Implementation

The goal of this project was to create a product that would make it easier for our target audience to comprehend and balance chemical molecules.

When the materials supplied are tangible, it is easier to interpret and tackle any challenge. Keeping this in mind, we initially drew out a system workflow.

How it works -
  • We considered designing interactive cubes with haptic feedback. Until they are placed on the periodic table, the cubes have no value. The user must set the cube on a certain element on the periodic table, and the cube will inherit that element's value. Distinct cubes can also inherit different elements.
  • The user may tap on the cube to change their atomic value. Once the user has a collection of elements in their hands, they can combine them to form the desired compound. The cubes give input by changing their color to green or red to indicate positive or negative feedback respectively.
  • It is critical to count the number of atoms in each element while creating a compound. Then, where needed, coefficients are added in front of the symbols or formulae to increase the number of atoms or molecules in the substances.

    If the user uses the standard way, this becomes quite perplexing. Because there is no feedback at any step, the cognitive load increases with the complexity of the compound. If the user is on the wrong course, they will only notice it when they hit a dead end and must restart from the beginning.
  • The interactive cubes assist the user in visualizing the factors involved in the formation of the compound, making it easier to understand it. The cubes' real-time feedback in the form of shifting colors assists the user in avoiding taking the wrong path and ending up in a deadlock.
  • Finally, once the compound has been formed, the user may utilize their mobile device to examine the molecular structure of the compound in Augmented Reality. This will aid in a more efficient understanding of the compound.

4. Impact of Discovery Research

After the brief insight presentation, I shared the persona and detailed report throughout the organisation as a shared artefact. The immediate impact is as follow-

  • Together with UX team, all concerned stakeholders got to learn about the target user-group and were able to build empathy for them. Many stakeholders reached out to me as they wanted to know more about target user-group.
  • The activity helped UX team to showcase the importance of conducting UX Research and involving customers in the product development process.
  • Product managers and UX managers could prioritise the projects for next two quarters based on insights from this research.

6. Evaluative Research

The overarching challenge is to redesigning Biometric Payments service to help PayNearby increase their revenue, decrease the overall bounce rate and attract more retailers by providing them a smooth and hassle free transacting experience.

High level view of  AePS functionality

Finding retailer’s pain points in current product

Severe time constraints and less budget made me do contextual inquiry. It helped me to understand users’ service specific frustrations in less time.

Together with the data science team, I recruited 8 retailers within Mumbai who fall into the entrepreneurial Persona category. I scheduled time to meet recruited retailers to know their opinion on the current  service. Summarised insights are listed below-

Methodology

Why -
To understand retailer's service specific pain points and to see how retailers interact with their customers while performing AePS transactions.
Whom -
8 retailers who belong to entrepreneur persona
What -
Qualitative Research - Contextual Inquiry
Where -
In field - Local stores from Mumbai city of India
Insights from Contextual Inquiry -
  • Retailers are facing technological problems. Transaction waiting time is too much.
  • Retailers felt frustrated when they were not able to answer their customers questions.
  • Lack of transparency of transaction status, the product users had to bear additional support.
  • Biometric device setup and registration is not intuitive. Retailers seeks external help whenever the device related problem occurs.
  • Design and functionality is not consistent across web and mobile platforms. This increases transaction time as learning and mental model disturbs whenever retailer changes the device.
  • Competitors design is better than PayNearby.

User Quotes

P1: “I have faith and trust in PayNearby's AePS service. But looking at the increasing problems in AePS, I started transacting using competitors applications. I would like to resume with PayNearby if all the problems are recovered”
P4: “It takes a lot of time to complete a single transaction. Our customers are always in a hurry and they don’t want to wait more than 4 mins max”
P5: “This company used to be the best one. But they have lots of problems with their services. Fino is not trustworthy but their process is very smooth”

8. Impact of Evaluative Research

High level view of  AePS functionality

Impact on UX Team-

  • Insights from the evaluative research and the customer journey map helped team to inform the design direction of the redesign project.
  • Actionable insights assisted UX/UI designers to prioritise the important user flows and deliver the designs effectively. Active engagement between team members improved the ownership and transparency at workplace.
  • Overall activity helps to improve the efficiency of internal process.

Impact on redesigned service -

Designs are approved, developed and have already started making an impact in the field.

  • AePS customer care calls got reduced by 12%
  • Transaction failure rate reduced upto 14%
  • Time on task for cash withdrawal got reduce by 38 seconds
  • Increased transparency and trust between retailer & their customer.
  • Positive feedback from retailers on overall redesign of AePS

9. Reflecting on my learnings!

High level view of  AePS functionality
  • Iterations helps you get there - Throughout the project, I used the iterative process, not only for usability test but for creating research design questions as well. This helped me a lot to make design decisions better.
  • Involve stakeholders early in the process - Not all stakeholders involved in this project understood user experience and its importance. Right from explaining them our vision, to taking them along the entire UX process helped me learn how to work with cross-team stakeholders.
  • Balancing expectations & possibilities - We surely wanted to build the best possible user experience within the given time and with our existing resources. This helped me learn that not everything that's desired is needed. Hence, it is important to create a balance between expectations and possibilities.
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