Custom Adventure, Remarkable Section

Reimagining Community Learning in CS Sections

My team and I re-designed what CS sections could look like for Code-in-Place, a Stanford 6-week massive online intro to CS course with 20,000+ students from all over the world and 2000+ volunteer section leaders. From defining a problem statement to interviewing, prototyping, and testing, we all partook in every part of the design process. We designed a special section structure that is particularly suited for Code-in-Place and alleviates multiple problems at once.
(Link to Figma on "Overview")
  • Timeline
  • Sep - Dec 2022
  • Skills
  • User Research
    UI Prototype
    Visual Design
    User Testing
  • Team
  • Carina Fung
    Abby Greubel
    Ryan Lian
    Sophie Taylor
    (C.A.R.S)
  • Tools
  • Design Thinking
    Figma
    Mural
    Otter.ai

Context

Learning environments are characterized by uniformity, but one-size-fits-all approaches in group learning environments do not meet students’ varying learning needs and participatory preferences. Specifically in the setting of Code-in-Place, this is exacerbated by the diverse range of students from doctors in Australia to high school students in Canada.

Another key problem facing Code-in-Place is that attendance in some sections become so small towards the end that the volunteer section leaders do not get to contribute as much as they wanted.

How might we account for different learning needs in group settings with limited resources without sacrificing community?

Process

Ideation

There were many community learning problems for Code-in-Place we wanted to tackle, so the problem space was huge. We explored many ideas from building more personal connections through better ice breakers to helping struggling students stay in the class by creating communities. 

Initial Prototype

We initially built out the student workflow as only "choose your adventure" without two part structure. There would be many more rooms from coding game rooms, challenge rooms, topic rooms, OH rooms, or anything the section leaders find helpful.

Testing + Insights

During our testing period, we discovered a couple of key insights. First, we realized that some users were disappointed or confused when their choices did not show up or was not available. Then bigger issue was the logistics and edge cases—everything became too chaotic and confusing, not to add onto the pedagogical concerns.

For example, if we limit the students' ability to move around, students might not want to spend the whole section on a specific topic/room, but if we don't, they will inevitably join other rooms that are already in progress. Furthermore, students might not know what they need help with beforehand, and the differences in learning progress might become unintentionally widened without structure to also review new material.

Iterations

To remedy these issues, we added the two part structure. The first part aims to help digest current material, and the second is a targeted "choose your own adventure" section. This way, there won't be an issue of students being stuck in a room for too long, and also pedagogically mirror original sections but with additional flexibility. We also added disclaimers that even though students might not get their top picks, it is good practice regardless and there will likely be challenge rooms if none of the topic rooms are appealing.

Outcome

(watch the video on the cover for a detailed explanation)

Reflections & Takeaways

Design is so much fun! I definitely needed to learn more about how to use Figma and the other tool kits, but I loved interacting and working with people. That's definitely something I missed from math and CS. Although ambiguity and uncertainty in design are very scary at first, the creative freedom is rewarding in the end. I also loved the creative exercises we used throughout this project, and going back and forth from abstract to concrete reminded me of math and art!