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A digital solution that fosters human connection by matching individuals who have shared similar vulnerabilities.

A digital solution that fosters human connection by matching individuals who have shared similar vulnerabilities.

PRODUCT DESIGN / USER RESEARCH

OVERVIEW

TEAM

TEAM

Saumya Verma, Jay Moon, Min Kyung Jeong, Bill Guo

Saumya Verma, Jay Moon, Min Kyung Jeong, Bill Guo

TOOLS

TOOLS

Figma, Qualtrics, Google Docs

Figma, Qualtrics, Google Docs

TIMELINE

TIMELINE

Mar 2025

Mar 2025

PROBLEM

PROBLEM

Many people experience heightened anxiety, nervousness, or loneliness (especially during the late-night hours), yet they often struggle to find someone to talk who truly understands their emotions. Traditional mental health services can be hard to reach at these critical moments, while existing social platforms may lack genuine empathy.

Many people experience heightened anxiety, nervousness, or loneliness (especially during the late-night hours), yet they often struggle to find someone to talk who truly understands their emotions. Traditional mental health services can be hard to reach at these critical moments, while existing social platforms may lack genuine empathy.

~61% 

Americans report feeling lonely sometimes or always according to a 2020 report from Cigna’s U.S. Loneliness Index

~ 73%

felt that platforms like Instagram negatively affected their self-esteem according to findings from the Royal Society for Public Health in the UK

~20%

of Americans adults experience some form of mental illness each year, according to the National Institute of Mental Health.

SOLUTION

SOLUTION

We designed a digital platform that fosters human connection by matching individuals who share or have shared similar vulnerabilities.
By sharing experiences, empathetic conversations, we aim to provide a
comforting space where users can express their feelings, feel understood, and find reassurance in knowing that they are not alone.

We designed a digital platform that fosters human connection by matching individuals who share or have shared similar vulnerabilities.
By sharing experiences, empathetic conversations, we aim to provide a comforting space where users can express their feelings, feel understood, and find reassurance in knowing that they are not alone.

APPROACH

APPROACH

Research

Research

Secondary Research
Surveys
Competitive Analysis
Personas

Secondary Research
Surveys
Competitive Analysis
Personas

Design

Design

Ideation and Sketching
Mockups
Main Features
Design Principles

Ideation and Sketching
Mockups
Main Features
Design Principles

DESIGN OUTCOME

DESIGN OUTCOME

Context-Driven Emotion Detection

Context-Driven Emotion Detection

AI gets the context, nuance of your language, analyze the emotions to connect you with people in your shoes

AI gets the context, nuance of your language, analyze the emotions to connect you with people in your shoes

Visualising Regional Connections

Visualising Regional Connections

Choose your location to share your struggles with people near

you without revealing your identity.

Choose your location to share your struggles with people near

you without revealing your identity.

Anonymous Time-Restricted Live Chat

Anonymous Time-Restricted Live Chat

Open up to people who have been through it in the past without the risk of identity exposure.

Open up to people who have been through it in the past without the risk of identity exposure.

RESEARCH

Through a combination of primary and secondary research detailed below, including competitive analysis and interviews, I decided to focus on the key stakeholders' experience with the E-learning process during the pandemic.

Through a combination of primary and secondary research detailed below, including competitive analysis and interviews, I decided to focus on the key stakeholders' experience with the E-learning process during the pandemic.

SECONDARY RESEARCH

SECONDARY RESEARCH

To kick-off the research, I sought answers to initial key questions. What is E-learning? Why is it needed? How is it carried out? Who are the stakeholders involved? What are the key benefits and challenges of E-learning?

To kick-off the research, I sought answers to initial key questions. What is E-learning? Why is it needed? How is it carried out? Who are the stakeholders involved? What are the key benefits and challenges of E-learning?

This initial exploration gave me insights into the pain points faced by parents, teachers, and students. However, I wanted to dig deeper to uncover their day-to-day struggles and find opportunities to improve their experience.

This initial exploration gave me insights into the pain points faced by parents, teachers, and students. However, I wanted to dig deeper to uncover their day-to-day struggles and find opportunities to improve their experience.

COMPETITIVE ANALYSIS

COMPETITIVE ANALYSIS

Before diving into user research, I began with a competitive analysis to understand existing solutions in the online education space. I also wanted to analyse a homeschooling app to find potential learnings and insights. I analyzed popular apps such as Khan Academy, SeeSaw, KidCoach, and Homeschool Panda to identify their key features, strengths, and gaps. This helped me gain valuable insights into current industry practices and potential opportunities for innovation.

Before diving into user research, I began with a competitive analysis to understand existing solutions in the online education space. I also wanted to analyse a homeschooling app to find potential learnings and insights. I analyzed popular apps such as Khan Academy, SeeSaw, KidCoach, and Homeschool Panda to identify their key features, strengths, and gaps. This helped me gain valuable insights into current industry practices and potential opportunities for innovation.

From the analysis, I learned that:

From the analysis, I learned that:

Gap in the market for an easy-to-use app that accommodates the complexities of distance education

Seesaw and Homeschool Panda have complex interfaces, making them difficult to navigate. Conversely, simpler apps lack the tools needed to manage the full E-learning process.

Existing solutions were not engaging for primary audience - students.

Most apps focus primarily on parents and teachers, but fail to make the experience engaging for students. There is a need for features that promote active participation and social interaction for children.

Live notifications were an important feature in most of the analysed applications.

Live notifications are an important feature to ensure tasks and lessons stay on track, helping users at home avoid procrastination.

This motivated me to:

  1. Focus on a balance between complexity and ease of use in my design. Moreover, conduct user interviews with teachers and parents to identify the technical challenges they face with existing E-learning apps.

  2. Conduct user interviews with students to understand their experience with existing apps and determine whether they find them engaging and interactive.

This motivated me to:

  1. Focus on a balance between complexity and ease of use in my design. Moreover, conduct user interviews with teachers and parents to identify the technical challenges they face with existing E-learning apps.

  2. Conduct user interviews with students to understand their experience with existing apps and determine whether they find them engaging and interactive.

USER INTERVIEWS

USER INTERVIEWS

I conducted semi-structured interviews with teachers, students, and parents at Adarsh Vidhya Bhawan (AVB) Public School, New Delhi.
Goal: Garner a high-level understanding of my users’ pain points and needs through the e-learning process during COVID-19.

I conducted semi-structured interviews with teachers, students, and parents at Adarsh Vidhya Bhawan (AVB) Public School, New Delhi.
Goal: Garner a high-level understanding of my users’ pain points and needs through the e-learning process during COVID-19.

Have you used any E-learning tools before? What motivated you to do so?

What challenges did you face while using E-learning? How did they impact your experience?

How do you feel about E-learning compared to conventional classroom learning?

What improvements or changes would make E-learning more effective for you?

The study included:

  • Two teachers

  • Four students, two from junior grades and two from senior grades

  • Parents of the students

The study included:

  • Two teachers

  • Four students, two from junior grades and two from senior grades

  • Parents of the students

Some of my main findings include:

Some of my main findings include:

Parents' challenges with
E-learning

Parents' challenges with
E-learning

Parents' challenges with
E-learning

They worry about their children receiving an education that is on par with in-person learning. They also feel underqualified to assist their children with lessons at home.

Students' challenges with
E-learning

Students' challenges with
E-learning

Students' challenges with
E-learning

Students find e-learning less effective due to limited live doubt resolution and rigid course durations.

Teachers' challenges with
E-learning

Teachers' challenges with
E-learning

Teachers' challenges with
E-learning

Teachers struggled with low student engagement, attendance issues, and enforcing camera use. Network disruptions further hindered learning.

High satisfaction with Microsoft Teams

High satisfaction with Microsoft Teams

High satisfaction with Microsoft Teams

All the students interviewed were largegly satisfied with Micosoft Teams used in various school institutions during COVID.

Parents updated through a parent's alarm app

Parents were updated through a parents alarm app (now called School Canvas) - a class-wise notice board that gave updates about monthly worksheets, holidays, etc.

REVISITING COMPETITOR ANALYSIS

REVISITING COMPETITOR ANALYSIS

User interviews revealed Microsoft Teams and School Canvas platforms as significant competitors and warranted further analysis.

User interviews revealed Microsoft Teams and School Canvas platforms as significant competitors and warranted further analysis.

From the analysis, I learned that:

From the analysis, I learned that:

Class Channels for Seamless Integration

This simplifies class creation for teachers and joining for students. Integration with PowerPoint and Microsoft tools enhances usability.

Boosting Classroom Interactivity

Breakout rooms & virtual whiteboards improve engagement. Gamification features (e.g., reward systems) can enhance motivation for younger students.

Enhancing the Canvas Parents App

Currently, only generic schedules & assignments are available. Adding an assignment-tracking feature would help parents see when their child submits work. Further, engagement analytics can provide deeper learning insights.

PERSONAS

PERSONAS

After analyzing the interview results, I created the following personas. These personas represent the key stakeholders - parents, teachers, and students - each with their own unique goals and frustrations.

After analyzing the interview results, I created the following personas. These personas represent the key stakeholders - parents, teachers, and students - each with their own unique goals and frustrations.

USER JOURNEY MAPS

USER JOURNEY MAPS

To further understand the user experience across different touchpoints, I created user journey maps for each persona. These maps helped me visualize the steps, pain points, and emotions that parents, teachers, and students go through during the E-learning process, allowing me to identify opportunities for improvement and key intervention areas in the workflow.

To further understand the user experience across different touchpoints, I created user journey maps for each persona. These maps helped me visualize the steps, pain points, and emotions that parents, teachers, and students go through during the E-learning process, allowing me to identify opportunities for improvement and key intervention areas in the workflow.

DEFINING THE MINIMUM VIABLE PRODUCT (MVP)

After analyzing the needs of the three key stakeholders, I translated their goals into user stories to refine the design requirements. I then prioritized key features for the Minimum Viable Product (MVP), focusing on high-impact solutions that deliver immediate value to users.

After analyzing the needs of the three key stakeholders, I translated their goals into user stories to refine the design requirements. I then prioritized key features for the Minimum Viable Product (MVP), focusing on high-impact solutions that deliver immediate value to users.

USER STORIES

USER STORIES

MoSCoW METHOD

MoSCoW METHOD

Key Features by Stakeholder for the MVP:

Key Features by Stakeholder for the MVP:

DESIGN

ON THE SKETCHBOARD

ON THE SKETCHBOARD

After defining these core features, I began ideating on paper, starting with the parent dashboard and home-screen. I ensured that live notifications and call scheduling were prominent features to improve communication and keep users accountable.

After defining these core features, I began ideating on paper, starting with the parent dashboard and home-screen. I ensured that live notifications and call scheduling were prominent features to improve communication and keep users accountable.

LOW-FI PROTOTYPES

LOW-FI PROTOTYPES


The design process progressed from initial sketches and paper wireframes to digital wireframes, with multiple iterations leading to a polished final prototype.

I began by creating the full user flow for the parent dashboard, focusing on key features like live notifications and performance updates. Once the parent dashboard was finalized, I moved on to designing the student and instructor dashboards to ensure a consistent experience across all stakeholders.

The core feature I refined was the call scheduling feature for parents, making it easy for them to connect with instructors.


The design process progressed from initial sketches and paper wireframes to digital wireframes, with multiple iterations leading to a polished final prototype.

I began by creating the full user flow for the parent dashboard, focusing on key features like live notifications and performance updates. Once the parent dashboard was finalized, I moved on to designing the student and instructor dashboards to ensure a consistent experience across all stakeholders.

The core feature I refined was the call scheduling feature for parents, making it easy for them to connect with instructors.

FINAL MOCKUPS

FINAL MOCKUPS

REFLECTION

The "Educademy" project was an enriching experience that enhanced my ability to balance user needs with functional goals, ensuring the solution aligns with real-world challenges in E-learning. Conducting extensive research, creating personas, and mapping user journeys emphasized the importance of understanding diverse stakeholders.

The project taught me the value of leveraging user stories to identify and prioritize features effectively. By stepping into the users’ perspectives, I was able to clearly define their needs and objectives, which helped guide the design process. Using the MoSCoW method, I classified features into "Must-Have," "Should-Have," "Could-Have," and "Won’t-Have" categories, ensuring a strategic approach to resource allocation and feature implementation. This process honed my ability to focus on high-impact features first, balancing user needs with project constraints and delivering a meaningful, efficient solution.

The "Educademy" project was an enriching experience that enhanced my ability to balance user needs with functional goals, ensuring the solution aligns with real-world challenges in E-learning. Conducting extensive research, creating personas, and mapping user journeys emphasized the importance of understanding diverse stakeholders.

The project taught me the value of leveraging user stories to identify and prioritize features effectively. By stepping into the users’ perspectives, I was able to clearly define their needs and objectives, which helped guide the design process. Using the MoSCoW method, I classified features into "Must-Have," "Should-Have," "Could-Have," and "Won’t-Have" categories, ensuring a strategic approach to resource allocation and feature implementation. This process honed my ability to focus on high-impact features first, balancing user needs with project constraints and delivering a meaningful, efficient solution.

FUTURE DIRECTIONS

FUTURE DIRECTIONS

Enhance participation with an attendance feature that requires the camera to be on for at least half the class

Provide performance insights through real-time stats for parents and students to track progress

Foster peer connections with dedicated socializing features for students

Enhance retention for learners with interactive flashcards for better learning and recall

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