Major Project 2 - EduBuddy

 

⭐ 3/2/2026 - 28/3/2026 (Week 1 - Week 7)
🎀 Yan Zhi Xuan | 0369425 
💜 Major Project 2  | Bachelor of Design (Hons) in Creative Media | Taylor's University 
📚 EduBuddy



TABLE OF CONTENTS  /ᐠ - ˕ •マ ⋆。°✩

1. Work Progress



1. Work Progress ⊹ ࣪ ˖₊˚⋆˙⟡

Proposal Development Plans

We kicked off the project in Week 1 by finalizing our title, EduBuddy, and setting our goals, target users, and timeline. We also came up with “How Might We” questions and prepared for user interviews. In Week 2, we each interviewed three students to understand their study habits and challenges. We organized the feedback using empathy maps and affinity diagrams to spot key insights. By Week 3, we submitted our proposal and used the research to create user personas and journey maps, helping us define the real problems students face. In Week 4, we began brainstorming solutions. We explored UI inspirations, sketched out ideas, developed user flows, and started choosing our design style. Week 5 was all about turning our ideas into low-fidelity wireframes and getting early feedback through usability testing. We used Week 6 to polish our designs and get everything ready for our final presentation. In Week 7, we wrapped it all up—delivering our concept presentation and submitting our ePortfolio, which documented everything from research to the final prototype.

Fig. 2.4 Proposal Development Plans.

EduBuddy vs Competitors (MoocLab, Gather, YPT, TiriMiri)

Unique Strengths of EduBuddy:

  • AI Matching: Personalized buddy matching based on study styles & goals.
  • Gamification: Badges, streaks, avatars, leaderboards.
  • Accountability: Check-ins, reminders, progress tracking.
  • Community: Structured sessions, discussions, and collaboration.
  • Social Features: Chat, boards, study challenges.
  • AI Personalization: Virtual study assistant and adaptive plans.

    Compared to Others:

    • MoocLab: Great community but outdated and lacks automation.
    • Gather: Fun space but not tailored for studying or matching.
    • YPT: Good for solo motivation, but no buddy system or community.
    • TiriMiri: Has live webcam rooms, but no AI or gamification.

    Fig. 2.5 Competitors Analysis.

    Week 2

    Data Collection Methodology

    A. Quantitative Method: 

    • Online Survey Tool: Google Forms and distribute via WhatsApp.
    • Respondents: 12 
    • Goal: Understand study habits, app interest, challenges, and pricing. 
    • Sections: User background & study routine, Experience with study buddies, Study tool preferences, Motivation & engagement, Feedback on EduBuddy

    B. Quantitative Method: 

    • Tool: Google Docs and meeting with interviewees. (I interviewed 3 people; each member needs to interview 3 people.)
    • Respondents: 12 
    • Goal: Explore user needs, preferences, and expectations for EduBuddy.
    • Sections: Study behavior, Study buddy experiences, Digital tools, Motivation, Concept feedback
    Fig. 2.6 Data Collection Methodology.

    Fig. 2.7 My Interviewees.

    The following is the Survey and Interview Questionnaire:

     
    Doc. 2.1 Survey and Interview Questionnaire.

    The following are the 12 Interview Responses:


    Doc. 2.2 Interview Responses.

    Fig. 2.8 Survey and Interview Questionnaire - Collected Data/ Responses and Analysis.
    Fig. 2.9 User Research - Survey and Interview Analysis of EduBuddy.

    Week 3

    Affinity Diagram and User Pattern Table

    A. Quantitative Method: 

    We conducted 12 interviews with students from different backgrounds, including Interior Architecture, Media, Business, Fashion, and Computer Science. We compared and analysed the information of all users to identify the common user groups. From our findings, we identified 4 main user patterns:

    1. The Independent Learner (Solo Studier): Prefers studying alone using digital tools like Notion & Pomodoro timers, but struggles with procrastination and distractions. Example: Wan Qi, Yuta, Elly, Adrian.

    2. The Collaborative/Social Learner: Thrives in group discussions but faces scheduling conflicts and unequal workload. Example: Kelvin, Keqi, Zheng Yi.

    3. The Hybrid Learner: Prefers one-on-one study partners with structured sessions but struggles to find reliable partners. Example: Lee Yee, Hanchen, Yi Chen.

    4. The Motivation-Driven Learner: Needs AI-powered tutors, gamification, and structured goals to stay engaged. Example: Xi, Jia Xuen.

    Fig. 2.10 Interview - Affinity Diagram and User Pattern Table.

    Fig. 2.11 FigJam Board of EduBuddy.

    Task 1: Proposal Development Presentation Slide

    Click HERE to view the Task 1 Slide of EduBuddy by The Study League.
    Fig. 2.12 Task 1: Proposal Development - EduBuddy by The Study League.

    Tasks:
    Task 1: Proposal Development - Slide Link HERE
    Task 2: Design Proposition - Slide Link HERE
    Task 3: Concept Presentation - Slide Link HERE



    3. TASK 2: DESIGN PROPOSITION ⊹ ࣪ ˖₊˚⋆˙⟡

    Week 4

    Through our affinity diagram, we narrowed down three dominant user groups that align with EduBuddy’s target users:
    🔹 Kelvin is Collaborative Learners – Need interactive group-based study methods.
    🔹 Lee Yee is Hybrid Learners – Prefer structured one-on-one study partnerships.
    🔹 Jia Xuen is a Motivation-Driven Learners – Engage best with gamification & AI-driven features.

    Fig. 3.1 Key Insights.

    User Persona

    Fig. 3.2 3 User Personas.

    🔹 User Persona 1: Kelvin (The Social Learner)

    • Age: 24 | LocationPuchong OccupationArchitecture Graduate
    • Prefers: Group study, discussions, in-person or structured virtual sessions 
    • Needs: Group coordination tool 
    • Pain Point: Uncooperative group members 
    • Quote: "I prefer studying in a group... but it slows us down when others don’t contribute."

        🔹 User Persona 2: Lee Yee (The Hybrid Learner)

        • Age: 21 | Location: Subang Jaya | OccupationInterior Architecture Student
        • Prefers: One-on-one structured study with digital tools
        • NeedsSmart matching based on goals/schedules
        • Pain PointUnreliable or disorganized partners
        • Quote: "A smart matching system would make things much easier."

          🔹 User Persona 3: Jia Xuen (The Motivation-Driven Learner)

          • Age: 18 | Location: Bukit Jalil | Occupation: Recent High School Grad
          • Prefers: Fun, reward-based learning with gamification
          • Needs: Progress tracking, badges, AI reminders
          • Pain Point: Procrastination, lack of discipline
          • Quote"Earning points pushes me to study instead of just reminding me."

          User Persona

          Fig. 3.3 Initial User Journey Map.

          Our initial user journey map represents how students discover, onboard, and interact with EduBuddy.

          📌 Before using EduBuddy: Users struggle with low motivation, distractions, and unreliable study partners.
          📌 During their first experience: They get matched with a compatible study buddy, explore virtual study rooms, and use AI-powered guidance.
          📌 Long-term engagement: Users build study habits, maintain streaks with gamification rewards, and track their progress.


          Fig. 3.4 3 User Journey Maps.

          🔹 User Journey Map 1 – Kelvin (Group-based Learner)

          • Needs: Collaborative features, structured group tools
          • PainsScheduling issues, inactive members
          • Mood: Starts excited → gets slightly overwhelmed → ends satisfied
          • SolutionsAssign group roles, focus mode, participation tracking

            🔹 User Journey Map 2 – Lee Yee (One-on-One Learner)

            • NeedsReliable partner, clear matching system, session planner
            • PainsUnreliable buddies, unclear progress
            • MoodExcited → cautious → anxious → ends accomplished
            • SolutionsPreview matches, checklist tools, session rewards

              🔹 User Journey Map 3 – Jia Xuen (Gamified Learner)

              • NeedsMotivation via games, rewards, AI tutor
              • PainsProcrastination, boredom, low retention
              • MoodOptimistic → slightly overwhelmed → ends happy
              • SolutionsInteractive gamification, daily streaks, surprise challenges
              Monetization of EduBuddy

              Fig. 3.5 Monetization of EduBuddy.

              FigJam Board of EduBuddy

              Click HERE to view the Task 1-3 process development of EduBuddy in FigJam Board.

              Fig. 3.6 FigJam Board of EduBuddy.

              Task 2: Design Proposition Presentation Slide

              Click HERE to view the Task 1-3 process development in Task 2 Slide of EduBuddy by The Study League.
              Fig. 3.7 Task 2: Design Proposition - EduBuddy by The Study League.

              Tasks:
              Task 1: Proposal Development - Slide Link HERE
              Task 2: Design Proposition - Slide Link HERE
              Task 3: Concept Presentation - Slide Link HERE



              4. TASK 3: CONCEPT PRESENTATION ⊹ ࣪ ˖₊˚⋆˙⟡

              Week 5

              Brainstorming Ideations

              The UI/UX design process began with brainstorming ideas, gathering visual inspiration, and identifying user needs. The team used methods like mind mapping, Crazy 8s sketching, and affinity diagrams to generate and refine concepts. Design inspiration was collected through mood boards from Pinterest, Behance, and app analysis to identify trends and gaps.

              Next, content structure was organized using card sorting techniques, followed by defining clear user flows with personas and flowcharts. Visual consistency was ensured by selecting a suitable color palette, typography, and UI components. Finally, low-fidelity wireframes were sketched and developed using tools like Procreate and Figma to test layout and functionality without focusing on fine details.

              Fig. 4.1 Brainstorming Ideation.

              Design Inspirations

              Case Study #1 – Duolingo App
              Duolingo is a popular language-learning app that uses gamification to drive engagement. It stands out with features like streaks, leaderboards, XP tracking, and rewards to maintain user motivation. Its success lies in quick onboarding, clear progress tracking, and social elements that encourage friendly competition. These strategies help boost learning consistency and can be applied to other educational apps to improve user retention.

              Case Study #2 – Study Bunny App
              Study Bunny combines productivity with a cute, interactive pet. Users earn coins by studying and spend them on in-app rewards for their bunny. The app includes timers, study stats, to-do lists, and flashcards. While it’s engaging, the UI has usability issues like cramped icons and unclear features. Still, it offers a fun experience that supports focus and tracking, making it ideal for users needing motivation through rewards and visuals.

              Fig. 4.2 Design Inspiration. (View details in FigJam)

              Week 6

              Information Architecture Map (Card Sorting Method)

              UXtweak Card Sorting User Research

              Click HERE to participate the card sorting exercise.

              EduBuddy’s card sorting research involved 8 participants categorizing 20 feature cards into 6 logical groups: Social Learning, Study Tools, Gamification, AI Learning, Alerts, and Account Management. The results showed strong alignment in how users grouped features, confirming that the structure supports intuitive navigation. However, some features like Goal Setting and UI Customization were sorted inconsistently, highlighting the need for better clarity and organization. Overall, the findings validate the app’s structure and offer clear insights to refine labels, reorganize scattered elements, and improve user experience.

              Fig. 4.3 UXtweak Card Sorting User Research.

              Using the card sorting method, features were grouped into six categories: Social Learning, Productivity Tools, Gamified Learning, AI Personalization, Notifications, and Account Management. Each category includes tools like discussion forums, Pomodoro timers, leaderboards, avatar customization, and alerts.

              The information architecture map shows how EduBuddy’s content is structured for smooth navigation. The home page centers on social learning, branching into productivity tools, gamification, AI features, alerts, and user settings—ensuring all key functions are logically organized.

              EduBuddy’s MVP focuses on three core features: smart study partner matching, AI-powered tutoring, and study scheduling with reminders. Matching helps users find compatible partners to boost collaboration. The AI tutor supports self-study without needing a real tutor, while schedules and reminders keep students organized and consistent.

              Fig. 4.4 Information Architecture Map (Card Sorting Method) & 3 MVP Features of EduBuddy.

              User Flow Chart of EduBuddy

              Click HERE to view the User Flow Chart.

              Fig. 4.5 User Flow Chart of EduBuddy.

              Mood Board Design Guidelines

              1. Grid System: The layout uses a mobile-friendly grid based on the iPhone 15 Pro Max frame, with a 2-column auto layout for consistency and responsiveness in UI design.

              2. Color Scheme: The palette includes 7 brand colors (blues and purples) and 6 secondary colors (neutrals and pastels) to create a calming and youthful aesthetic.

              3. Typography: The app uses the Poppins typeface in various weights and sizes (5px–30px). It offers clean readability and a modern, friendly look suitable for digital interfaces.

              4. Iconography: Icons are monochromatic and rounded for a soft, approachable feel. Sizes range from 15×15 to 24×24 px, using dark gray as the default color.

              5. Logo: The logo features a smiling globe above an open book, representing global learning, connection, and motivation. Sparkles add a sense of achievement and fun.

              Our color scheme blends soft purples and deep blues, creating a balance between focus and creativity, while bright blues add a sense of energy. it reflects a calm, and student-friendly aesthetic

              The typography is popping which is modern and readable, here’s the UI components as design elements and there iis our initial idea of our brand icon.

              Fig. 4.6 Mood Board Design Guidelines.

              Fig. 4.7 UI Kit of EduBuddy in Figma.

              Week 7

              Individual Work - EduBuddy Wireframes (Lo-fi Prototypes)

              As part of the UI/UX process, I designed my own set of lo-fi wireframes based on user needs and key app features. My wireframes include core pages such as the HomeStudy (Pomodoro Timer)GameAvatar, and Settings screens. I focused on simple layout structure, intuitive navigation, and consistent icon placement to enhance usability. Each screen was designed with user personas and journey maps in mind to ensure functionality aligns with actual user goals and pain points.

              Fig. 4.8 Individual Wireframes.

              Our prototype consists of five main sections: Home Page, Study Page, Game Page, My Avatar Page, and Settings Page.

              Fig. 4.9 5 Main Pages.

              Our app can be downloaded from the App Store, from then users are welcomed to Edubuddy with our landing pages which shows our logo, and a short carousel introducing the main features of our app. Users are then required to fill in their information and preferences to create a user profile before starting their study journey with Edubuddy.

              Fig. 4.10 Landing, Sign-in & Sign-up Pages.

              Starting with the Home Page, users will first see their ongoing chats, from here users may also find new study buddies by clicking the button below, which leads them to the next page where there are recent contacts, as well as a search bar for AI-Driven Matching. This is our main feature of EduBuddy, where users can find study buddies based on their preferences,such as language, subjects, study style and so on. Before joining a group, they can browse the personalised recommendations, and preview ongoing discussions to decide if it’s the right fit.

              Fig. 4.11 Home Pages.

              After the user decides to join the group chats, it will direct them to the discussion page to start chatting with the group members. In the virtual study room, there are collaborative tools like white boards, where users can share links, attach documents, share screen, turn on or off the mic, and even choose background music and screenshot the screen for future reference. At the end of the study session, the AI generator will summarise the study session which includes time, conclusion of discussions, upcoming to-dos and so on.

              Fig. 4.12 Group Chat, White Board Pages.

              In the second page which is the Study Page, users can start timers. For instance, pomodoro, countdowns, breaktimes. Meanwhile, the third, which is the Game Page, introduces a gamified approach to studying. Users can start challenges that make learning more engaging and interactive.

              Fig. 4.13 Study & Game Pages.

              Next, we have the My Avatar Page, where users can customize their avatars and explore the store for upgrades. This personalization adds a fun and rewarding element to the platform. Lastly, the Settings Page allows users to manage their profiles, update personal information, and adjust privacy settings to enhance their experience.

              Fig. 4.14 Avatar & Settings Pages.

              Our Lo-Fi Prototype lays the foundation for EduBuddy’s user-friendly interface, focusing on engagement, collaboration, and customization. These wireframes help us visualize the app’s functionality before moving into high-fidelity designs.

              FigJam Board of EduBuddy

              Click HERE to view the Task 1-3 process development of EduBuddy in FigJam Board.

              Fig. 4.15 FigJam Board of EduBuddy.

              Task 3: Concept Presentation Slide

              Click HERE to view the Task 3 Slide of EduBuddy by The Study League.
              Fig. 4.16 Task 3 - EduBuddy by The Study League.

              Tasks:
              Task 1: Proposal Development - Slide Link HERE
              Task 2: Design Proposition - Slide Link HERE
              Task 3: Concept Presentation - Slide Link HERE



              5. FEEDBACK ⊹ ࣪ ˖₊˚⋆˙⟡


              Week 1

              Mr Razif: Focus on our main feature, which is the Study Buddies function. The MVP (Minimum Viable Product) needs to be adjusted to better align with the main feature. Customisation features should be considered secondary, prioritising the core objective is more important.


              Week 2

              Mr Razif: The animation quality is good, a strong attempt at producing animation using After Effects. The chosen colour palette and typography are appropriate and consistent. Continue refining and improving the overall user flow.


              Week 3

              No feedback was received this week due to the Chinese New Year holiday.


              Week 4

              Mr Razif: USP (Unique Selling Point) should be our groups and chat page where there are features like characters, rooms, music, whiteboard. This stood out the most and we should focus on further improving it from here. Onboarding and registration is very straightforward, but time to focus on the USP. Could think of expanding it to the desktop version for study session calls like the recommended website sent in teams chat. Figure out what to look for in interviewee answers.


              Week 5

              Mr Razif: Focus on expanding the study page, including the features we mentioned. MVP can just end at joining a study session as that’s the main priority of our app (don’t make it too long). On the study page we could include status to help differentiate if your study buddies are studying now or offline. The cyan colour and blue text contrast could be better.


              Week 6

              Mr Razif: Grayscale users who are offline in group previews. Make sure the graphics and elements in each page are consistent (like boxes, gradients, corner radius…)

              Mr Ronald:
              1. Aesthetics and design overall is above expectations.

              2. Need to improve on research as there's no references in our slides.

              3. Wants to know why we decided on the room design in our study page instead of video calling, need to know if that’s is based on research it works for our users (study buddy itself is because of body doubling).

              4. Monetization is not benefiting the users, it's just ads that can be targeted towards students. But it could be adjusted to study for 60 mins, and receive a free starbucks voucher. Redeem coins for vouchers?

              5. Flow should be in 2, New users and Returning users. New users focus on the onboarding process, returning is why users would return to our app?

              6. Include references in slides.

              7. UI feedback: dropdown menu on onboarding to work, include timer in homepage under ui/ux button, face expression changes on edi for study page (smile, wow, start to sweat).

              8. Buttons don't have to look like buttons.




              Week 7

              Mr Ronald:
              1. Should have references on “off-camera” method replacing video calls.

              2. Does the above method help students just as much as video calls help students stay accountable and motivated?





              3. REFLECTIONS    /ᐠ - ˕ •マ

              Working on EduBuddy was a truly meaningful experience for me. As a student myself, I could relate to the str

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