STEAM Convergence Education Nano Class
At-home kits that develop children's the problem-solving skills through fun, converging learning experience

My Role

Service Designer
- User interviews, surveys, observation research
- Service pipeline and blueprint
- Branding and visual design for digital/physical products
- Usability testing and prototype iterations

Team

2 Education technologists
2 Designers

Company

Envisible

Duration

8 months, 2021

Tools

Photoshop, Illustrator, After Effects, Premiere, Audition

The Problem

The Outcome

Discover, Design, Deliver

We developed and designed our service based on the ‘Design thinking for educators’ model, IDEO(2012). Throughout the process, we considered 4 challenges.

Interviews with parents and teachers

Solution: All in one learning kit

Who would love our products

Stakeholder Map & User Journey Map

Brand Identity & Design Ideation

Visual Communication Strategy

Package Design

Educational Toys

Our team handles the entire toy development process, from subject selection to material sourcing, crafting processes, and activities, ensuring each content incorporates scientific, engineering, and mathematical principles.

Magnetic Slime

Magnetism, Properties of liquids & solids, Magnetic experiment using iron powder

Hydraulic Arm

Hydraulic pressure (Convert a small force that presses a liquid into a large force)

Voronoi Light Box

Reflection & passage of light
Mathematical principles

LED Flubber

Elasticity (Mix PVA glue,
borax solution, and water)

Milk Marbling

Surface Tension (A liquid meet with air and strongly pull each other)

Cam Automata

Cam (Convert rotational motion into up-and-down motion)

Dream Catcher

String Art (Create curves using
only straight lines)

LED Spinner

Structure of spinners and bearings to make rotating toys

Neon Sign Frame

Neon Sign (Gas & electricity meet to create colored light)

Textbooks & Tutorial Videos

I structured and designed textbook information, encompassing learning content, objectives, and difficulty levels. Tutorial Videos span the entire learning process, with an average viewing time of 7 minutes, based on pilot tests revealing that extended videos disrupted 80% of children's concentration.

Takeaways

This project underscored the importance of thorough consumer research in designing effective solutions. Insights from parent interviews and child observation research informed the iterative process of prototyping, pilot testing, and improvement, ensuring a high-quality service that satisfied both parents and children.

The research identified risks for children, challenging stages, and enhanced parent communication. Meeting real customers was crucial for understanding user needs. I learned to improve customer-centered design and insight-driven decision-making, translating designs into reality effectively.

Conclusion

Our product achieved success with 3,000 units sold monthly, securing partnerships with South Korean educational institutions. We expanded on major e-commerce platforms and established offline pop-up stores. Post-project, we collaborated with an educational engineering expert to develop a lifelong creative education brand.

Our goal was to not just offer STEAM education for children but also to impact the education system and society positively through creative skills and inventions. We aim to nurture individual identity, creative confidence, and intellectual freedom at all life stages. Furthermore, we aspire to extend our mission by offering educational opportunities to underprivileged individuals in South Korea.