AR-Powered STEAM Learning for Middle Schoolers

LEARNS’s iOS

Timeline

2 Weeks

Goal


Create and app to Empower middle school students especially those with learning barriers—to explore STEAM subjects using immersive AR learning.

Reimagine motivation through gamified, accessible design with no expensive tech required.

Responsibilities

  • Led UX/UI Design for Mobile (iOS)

  • Conducted interviews with students, parents & educators

  • Facilitated usability testing and design iteration

  • Develop inclusive UI with spectrum-friendly flows and flexible user paths

TL;DR Problem Statement

  • Remote middle school students struggle to grasp abstract STEAM concepts without hands-on, interactive tools.

  • This causes frustration, loss of confidence, and disengagement, especially for students with frequent absences.

  • The lack of engaging, inclusive solutions widens educational gaps and limits opportunities for these learners to succeed.

Research Context

  • We interviewed 6 parents, 2 students, and 1 teacher to understand remote STEAM learning challenges.

  • Goal: Identify pain points, needs, and opportunities for engaging tools.

Method

  • Semi-structured interviews with open-ended questions.

  • Topics: learning challenges, tech use, collaboration, AR potential.

  • Findings grouped using an affinity map to spot patterns.

Key Insights

  • Students craved hands-on, interactive learning.

  • Lack of collaboration left kids feeling isolated.

  • Abstract concepts were hard to grasp without seeing/doing.

  • AR was seen as an exciting, untapped solution.

Insights from parent interview

Design Impact

  • We focused on hands-on AR simulations to address the strong demand for interactive learning .

  • Designed short, engaging activities that fit middle schoolers’ attention spans and combat the drop in engagement seen during remote learning.

  • Added gamified and memorable AR experiences inspired by parent feedback.

Key Facts :

  • In 2004, the average attention span during screen tasks was ~150 seconds (~2.5 minutes).

  • By 2012, that dropped to ~75 seconds.

  • In 2018, further decline to ~47 seconds.

  • Projected for 2024, it’s down to just ~40 seconds

Our Target Audience

  • Age group: 12–14 years (middle school)

  • Learning context: hybrid or remote learning; limited access to physical STEAM activities

  • Needs: engaging, bite‑sized, collaborative learning experiences

Design Process — Sketches

Based on our research and proto-persona, we sketched early concepts to quickly explore solutions that addressed user needs for hands-on, engaging, and collaborative AR learning.

Mid-fidelity wireframes — defining structure and flow

This step helped us validate structure before advancing to high-fidelity prototypes that focused on visual design and user engagement.

Final Product

  • High-fidelity AR learning app for middle school STEAM education.

  • Includes AR simulations, avatar customization, and gamified rewards.

  • Designed for mobile, no extra hardware needed — short, engaging activities.

User Testing

We conducted user testing with middle school students in person and via screenshare to observe real-time interactions with our high-fidelity prototype.

The goal was to evaluate usability, engagement, and clarity of key tasks.

Based on user feedback, we added swipe indicators and simplified the avatar selection flow to make the interaction clearer and faster.

🚀 Exploring AR Potential

As a fun exploration during this project, I created a simple Hiro marker AR demo (featuring a NASA shuttle) to illustrate how AR can bring STEAM concepts to life.

This small prototype gave us a glimpse of how visualizing complex topics like space exploration could spark curiosity and engagement in kids — especially during remote group sessions like Zoom calls.

Takeaways & Learnings

  • Designing this AR learning app for middle schoolers brought unique challenges, especially in balancing playful visuals with clear, usable interactions.

  • The avatar selection issue, though small at first glance, showed how crucial it is to anticipate where young users might need guidance and how thoughtful micro-interactions can make or break the experience.

  • Working with AR taught me to simplify complex ideas into intuitive flows, and testing with real students reminded me that even innovative tools must feel natural and fun to the user.

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