LUCIDA
A personalised learning experience for primary students.
Every child has the potential to shine in the right learning environment, and every child is also unique. All children have different strengths, talents and learning paces, which LUCIDA aims to accomodate. The project was inspired by declining student motivation and the widespread use of digital devices, with the target group being 5th to 7th graders. The platform uses speech recognition, text analysis, and generative AI to adapt to each student’s induvidual learning pace based on what the induvidual teacher focuses their lectures on.
The Platform
LUCIDA is a personalized educational platform for Norwegian primary school students which offers tailored educational experiences. It aims to motivate and engage students through lecture summaries, chatting with the interactive AI avatar Lucy, and gamified elements like quizzes and word games.
This was a group project as part of my masters, where I was an UX designer with a focus on the design and flow of the home page, lecture summaries and gamified elements.
Our process
Step-by-step our process was as follows:
Analysis and expert evaluation of existing educational tools
Semi- structured interviews with students and teachers in 5th - 7th grade
Transcription and analysis, followed by a design sprint to highlight relevant insights
Three prototype iterations, each informed by user tests with primary students
Challenges
Although the solution is innovative, LUCIDA faces challenges around AI bias, data safety, and screen time, which would be addressed in future developments. These would focus on enhancing personalization, universal design, and addressing ethical concerns to create a safer and more inclusive educational tool.
The final prototype and additional information is avalible at Teklab.
Demo
This is a demonstration of the Figma prototype of a scenario where the student performs the norwegian homework of the day.