Misty Maps

Misty Maps is an AI learning tool specially designed to support the online teaching materials of Aschehoug publishing house, and created for secondary school students based on cognitive learning theory.

I utilize a map to display textbook content in a more visual format, and create an online knowledge architecture to help pupils better understand textbook content.


Time 5 weeks

Type Web Design | Learning Tools

Tool Figma

Collaborator - Aschehoug, Norway

Design Brief

Background

In this project, I work closely with H. Aschehoug & Co., commonly, known as Aschehoug, is one of the largest independent publishing companies in Norway. The company publishes textbooks, digital learning resources, and supplementary materials for primary, secondary, and higher education institutions.

At Aschehough, the (creative technologist/ tech lead) Hakeem Atif is exploring what technology can bring to publishing. One of the prototypes he’s developing is a chat version of a non-fiction/educational book.


My task

How can design take this prototype further and explore the user experience?


Design Process

Research

First, because I am unfamiliar with the platform and do not belong to its user group, I reached out to student users who are presently using Aschehoug Univers to talk about their experiences and what they thought of the platform.

Pain Paint

After interviewing the user community, I navigated the AschehougUnivers student platform's page hierarchy and content setup from a student's perspective and discovered that, while the platform was set up for after-school quizzes, there was no way to confirm that the students actually understood the textbook knowledge.

Sketchs & Testing

Therefor, I have designed a framework for a chat-bassed book(the Chatting AI) based on J.S. Bluner's Cognitivist Learning Theory, which aims to help students build a textbook-based cognitive framework for better understanding of the basics.

Final Design

In order for the young group to finish the cognitive learning framework in a more self-driven environment, I made the interface visualisation more gamified and introduced two modes:

Foggy mode - What they have learnt. Let students mark the knowledge they have learned more clearly.

Explore mode - What they can learn. Help students build their own cognitive structure on the progress path of textbooks. Improve the availability, stability, clarity and discernibility of the knowledge.

And I will present my final design using three user scenarios.


User Scenario 1 - Unlock foggy mode

When students have finished reading a chapter and are required to complete an after-class discussion assignment.

In order for the young group to finish the cognitive learning framework in a more self-driven environment, I made the interface visualisation more gamified and introduced two modes:

Foggy mode - What they have learnt. Let students mark the knowledge they have learned more clearly.

Explore mode - What they can learn. Help students build their own cognitive structure on the progress path of textbooks. Improve the availability, stability, clarity and discernibility of the knowledge.

And I will present my final design using three user scenarios.


User Scenario 1 - Unlock foggy mode

When students have finished reading a chapter and are required to complete an after-class discussion assignment.

User Scenario 2 - Explore Map changing with dialogue

When students have doubts about what they have learned and want to find information after class.

User Scenario 2 - Explore Map changing with dialogue

When students have doubts about what they have learned and want to find information after class.

User Scenario 3 - Create a cognitive knowledge system

When a student wants to explore the relevant knowledge points of SOLARIS 9.

User Scenario 3 - Create a cognitive knowledge system

When a student wants to explore the relevant knowledge points of SOLARIS 9.