

FLIP
FLIP
FLIP is an interactive educational app designed to support meaningful group learning among college students via game-based learning. Studies indicate that approximately 70% of college students utilize online resources to enhance their learning, and 50% feel more empowered to seek help from digital tools, which improves their independent learning and problem-solving skills. However, technology is also contributing to social isolation, particularly in academic settings.
The goal was to design a platform for cross-disciplinary student connection, to aid in learning and support in general-education courses, through gamification and social connection in person.
PROJECT DESCRIPTION
DELIVERABLES
Branding
App Prototyping
GROUP PARTNERS
Polina Iaremchuk
Alexis Penuell
MY ROLE
Info Architecture
SOFTWARES
Figma
Illustrator
Wireframes
Prototyping
User Research
User Testing
FLIP is an interactive educational app designed to support meaningful group learning among college students via game-based learning. Studies indicate that approximately 70% of college students utilize online resources to enhance their learning, and 50% feel more empowered to seek help from digital tools, which improves their independent learning and problem-solving skills. However, technology is also contributing to social isolation, particularly in academic settings.
The goal was to design a platform for cross-disciplinary student connection, to aid in learning and support in general-education courses, through gamification and social connection in person.
PROJECT DESCRIPTION
MY ROLE
Info Architecture
SOFTWARES
Figma
Illustrator
Wireframes
Prototyping
DELIVERABLES
User Research
Branding
App Prototyping
User Testing
GROUP PARTNERS
Polina Iaremchuk
Alexis Penuell


User research | Competitor Analysis | User Journey | Ideation | Personas | Low-Fidelity & High-Fidelity Prototype | Branding | Usability Testing
A mixed methods approach was employed, involving interviews with 6 individuals and surveys with 14 students, to gain insights into their perspectives on social interaction, technology usage, and preferences regarding existing applications.
Participants emphasized the need for an intuitive system to connect with other students with other students easily schedule study sessions for upcoming assignments. Such a tool could greatly improve their collaborative learning experiences.
DESIGN METHOD & PROCESS
User research | Competitor Analysis | User Journey | Ideation | Personas | Low-Fidelity & High-Fidelity Prototype | Branding | Usability Testing
A mixed methods approach was employed, involving interviews with 6 individuals and surveys with 14 students, to gain insights into their perspectives on social interaction, technology usage, and preferences regarding existing applications.
Participants emphasized the need for an intuitive system to connect with other students with other students easily schedule study sessions for upcoming assignments. Such a tool could greatly improve their collaborative learning experiences.
Implementing the transition from the digital platform to the real-world environment.
We combine the physical space with user interaction using a round table setup in a dedicated study room. Each user will have a projected image displayed on each wall to mirror the “hosts” screen for easy viewing and fair play. This setup improves visibility during the game portion of the study app and promotes student interaction.
IDEATION
Implementing the transition from the digital platform to the real-world environment.
We combine the physical space with user interaction using a round table setup in a dedicated study room. Each user will have a projected image displayed on each wall to mirror the “hosts” screen for easy viewing and fair play. This setup improves visibility during the game portion of the study app and promotes student interaction.


Delivering the easily accessible, quick interface for connecting students.
Based on feedback from survey participants, users will register in the app, find friends, create study groups, and arrange times and places to meet for studying for assignments or tests.
We added features such as games, points, online status, topics of interest, and a calendar. This will help students make in-person studying easier and more engaging.
PROTOTYPING

USER TESTING
We tested users to see how the Flip app works in terms of technology and usability.
We tested the user experience with seven people. Users wanted a better screen layout with less scrolling and fewer carousels. They preferred a new layout for the profile info card and a different color scheme for the icons and navigation bar. We adjusted the color palette and redesigned the layout of the components for increased accessibility and more functionality.
We tested users to see how the Flip app works in terms of technology and usability.
We tested the user experience with seven people. Users wanted a better screen layout with less scrolling and fewer carousels. They preferred a new layout for the profile info card and a different color scheme for the icons and navigation bar. We adjusted the color palette and redesigned the layout of the components for increased accessibility and more functionality.
USER TESTING













