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Eddy

A classroom platform that pairs elementary students across different schools to close equity gaps in access to technology and enrichment.

Team
Group Class Project: ARTG 2400 Interaction Design Principles
Role
Interaction Designer (team of 4)
Timeline
Spring 2025
My focus
Collaborate with a team to provide young students connection to one another, regardless of geographical or monetary restrictions, and experience to a diverse education.

01

The Challenge

Comparing our own school experiences made the funding gap obvious immediately, and none of us had gone to a school anyone would call under-resourced.

The assignment was to design a product around a UN Sustainable Development Goal; we chose Quality Education. Jayden's school in Central New Jersey had art, music, and computer-skills programs; Saanvi's in Acton, MA had music, STEM, debate, and a district-wide 1:1 device program; Olivia's in Brooklyn had limited STEM programs. So we went looking for a comparison point outside our own experience.

02

Discovery & Insights

The stakes were more concrete outside our own experience

Will Newkirk attended a public K–8 school in inner-city Minneapolis, underfunded through the 2010s recession; he never had access to personal computers to practice typing or basic technology skills, and said many of his peers are now in blue-collar jobs with little computer experience.

Technology integration depends on the student, not just the school

Saanvi's mom, an elementary school teacher in Boxborough, MA, told us technology integration varies widely by individual need: some kids benefit a lot from tech, others get distracted or overstimulated by it. She added that home environment and parent involvement matter as much as district funding.

Real competition, but real room too

The digital education market is projected to grow at roughly 28% CAGR to an estimated $66.7B by 2028. Existing tools like ClassDojo and Discovery Education charge around $109/year per subscription, and self-paced learning is growing even faster than instructor-led formats.

03

Design Process

All of this pointed to one guiding question: how might we create equitable learning opportunities for elementary school students across different income levels in Boston by creating technology that encourages personalized learning? Early concepts included a video-conferencing interface, an offline-capable activity library, gamified prompts, and structured buddy-getting-to-know-you activities. We looked at Zoom, Google Meet, and PBS Kids for interface inspiration, since we wanted something playful and familiar rather than enterprise classroom software.

[Screenshot or photo — Five core features]

Five core features

A buddy-pairing system built on an interest survey, a variety of educational activities, customizable student profiles, gamification (points and levels), and a class roadmap for both students and teachers to track progress.

[Screenshot or photo — Branding: naming and testing mascots]

Branding: naming and testing mascots

We named the product Eddy, combining 'education' with a mascot we could personify, and tested a fox, bear, frog, rabbit, cat, husky, and panda before landing on the fox, then built a full type system, button styles, and color palette.

04

The Solution

Interactive Prototype

The buddy-pairing flow, from interest survey to matched classroom activity.

05

Impact & Results

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06

Reflections

Inclusivity and integration aren't things you can solve with a single feature. The buddy system is a partial answer to a much bigger problem.

We went through a lot of ideas before landing on the buddy system as the core mechanic. Looking ahead, we'd want to expand beyond a single city, add features for parent involvement, give students a path to eventually meet their buddies in person, run actual user testing with elementary school students instead of relying on our own past experience, and integrate self-paced learning modules to match where the broader market is heading.