UX/UI Design

CRScore - EdTech Mobile Application

Timeline: 2 month design internship

Team: Spencer Harris (myself), Eri Miller, Destiny Williams

Methodology: Competitive Analysis, Market Research, Sketching/Wireframing, User Research, User Interviews, User Flows, Persona Development, Journey Mapping, Prototyping, UX Design, UI Design

Client: CRScore is an EdTech startup designing college readiness applications focused towards middle/high schoolers

Tools: Figma, Miro, Pen/Paper

Objective: Assist the client, stakeholders and founder of CR Score in better defining the audience for this application, refine and redesign the existing application, and create a more attractive streamlined experience focusing around user engagement.

Introduction to CR Score:

CR Score is a college readiness application setting up students with college information, career counselors, and career pathway guidelines. The application is a mobile and web based platform assisting middle school and high school students better prepare for higher education earlier in life. They aim to alleviate the stress and overwhelming nature of planning for college, and make it a more straightforward team based experience. The application itself has already been rolled out on the small scale, and the team at CR Score brought on my teammates and myself to assist with refining the experience to be more succinct and user friendly.

I was brought onto this project midway through their UX/UI redesign process, and was super fortunate to have been brought onto a small team of killer designers who had already built a great base of research to go off of in the interface design process. Below I will first get into some of the heuristics analysis conducted on what already exists of the CR Score application and how my team and myself began to redesign user journeys throughout the system.

Development Framework:

Above is the developmental framework my team followed throughout this process, starting with user research and conversations to understand what these kids wanted out of an application like this. Next we synthesized the data to find common results and feature for the application across the research that we could then flush out. After game planning our next steps we got to sketching and designing, finishing it off with stakeholder meetings and sessions.

As seen above we first set out to design User Flows in order to combine what features already exist in the application, removing features deemed unnecessary, and what features we wanted to bring in. (Side note, the “Tinder Game” reference in the task flow was an early placeholder title for a swiping feature we were developing to allow students to explore new careers quickly in a gamified manner).

Design References/Sketches:

Two key features we honed in on based off of user desire and stakeholder meetings were a career exploration tool and a user profile page with earn-ables and share-ables.

  • A career exploration tool would allow students to swipe through career fields and paths, learning new things about jobs they might not have understood or even known existed

  • A profile page allows students to create a personalized and social experience where they can earn badges and achievements in app and share them with their friends.

Below are some early sketches for both

Wireframing

Mid-High Fidelity Prototyping

Conclusions:

EdTech is a thriving and underrated field where the relationships between user experience can be directly related to childhood growth and involvement. I had a great experience working on this team and for this client, and to be able to work on improving an application that I myself wish I had access to when I was these kids age was incredibly gratifying.