About this Case Study
How can we better design with and for learners of ages from 5 to 35+? Can we effectively engage and build empathy with learners when their cognitive development skills and culture are different to our own?
At Pearson Education, we design for learners across the globe, at all ages and stages of their learning journey. This increases the complexity of the design process, as there are multiple sets of multi-dimensional needs to take into consideration. We addressed these challenges by employing novel methods through which to understand learner needs, during co-creation sessions.
In this session, I will share how we approached co-creation with learners, with examples drawn from on specific projects I’ve worked on.
By the end of this session, you will have:
- confidence in designing a co-creation workshop
- understood novel and creative approaches to employing co-creation activities that encourage high user engagement
- guidance on best practice; of what to do and not do before, during and after the workshop
- understood the value and impact of co-creation for researchers, designers and stakeholders
About the Speaker
Rachel is a UX lead at Pearson Education who is passionate about shaping the future of education by designing global learning products and services. She lives by Pearson’s motto of ‘always learning’, advocates a design thinking mindset, and mentors kids to become design thinkers at Design Club. She is also a mentor at UXPA and Career Foundry, has studied food innovation and social innovation, and always aspires to drive positive impact.
Previously, she worked in Shanghai at Education First on a digital transformation project defining the service blueprint for English learning experiences for kids. She enjoys the complexity in designing for different cultures.
She took an unconventional journey to UX, with a background in computer science with business and integrated her passion in design with technology. As a result, she has worked for various industries delivering digital solutions to market including the Ubuntu OS, Orange apps and educational apps and platforms.