Case Study | UI/UX & 3D Design
— is a three-dimensional interactive space made for educational institutions to take the learning experience to a whole new level.
Valerie E. Lianggara
HTML / CSS
April - May 2021
As a follow-up of the brief created for afterhours., this brief presents itself as a continued exploration of design as a tool in the future of education and learning experiences.
Living in such a fast paced world, we often neglect what keeps us most alive - human
connection and interaction. With or without the impact of the current pandemic, the
rapid mergence of modern technology is supposed to be a solution to improve ease of
communication. In this self directed brief, I want to question how potential virtual human connection and
interaction can be implemented in learning experiences.
Guided by the research question: ‘How might we use
the enhancement of
and interaction in
a digital learning
setting to facilitate
experience for school
communities?’, the challenge was to figure out what we can design and implement to a digital learning environment that still highlights the significance of human connection and interaction.
In this brief, I wanted to reimagine learning experiences after being stuck in my home country due to the pandemic, limiting my social interactions with her university peers. This sparked an idea of creating a 3D virtual space where school communities get to interact as characters. Using 3D software Blender, Assembly was born, a three-dimensional interactive space made for educational institutions to take learning to a whole new level.
Whether you are attending class, group meetings, social events or simply having a chat during break time, Assembly is designed to highlight the importance of interaction within learning environments. With today's world constantly evolving and everyone situated across the globe, we aim to bring together anyone who share the same goal of learning.
*featured at Central Saint Martins Graduate Show 2021 🥳
As a form of qualitative research, I asked some of my
friends who are studio-based learners these questions
to gain better insight on their experience as students:
What do you study in school?
Do you normally have studio sessions as part of
your university coursework (pre-covid)?
As a studio-based learner, how have you adapted
to online learning?
What do you like/not like most about online
Do you think your quality of learning will increase
with in-person learning?
What do you miss most about in-person learning
and going to campus?
What do you like/not like most about in-person
From the user research insights, I focused on identifying the key pain points of these students that I could act upon. I simplified them into keywords that stood out to me, in hopes of helping me indicate such words as the main strategies and struggles that students experience that bans them from having a strong human connection.
With the data collected from the research, I decided to create a mindmap
to sort out my findings and help me identify what the problem really is.
To highlight the fundamentals of my project, I created a Golden Circle
diagram and a Policy Analysis Triangle diagram. This helped me map
out the context, reasoning and aim for my final outcome.
I decided to identify a set of design principles I wanted to stick to for this brief, which are:
- Accomodating - Accessible across different environment and living situations.
- Fluent - Easily integrated with other virtual
Immersive - Engages students in projects, critiques
and conversations that resembles a real-life setting
How might we...