College professors use the Top Hat mobile app to quiz their students live in class. By introducing an experimental "tournaments" feature we hoped to bring a sense of competitive fun to these live quizzes.
Profs are drawn to Top Hat because live interactions in class are enjoyable for the students. But the real value is the data they receive on their students' performance.
In my user flows, I had to ensure a fun experience for the students, but also a comprehensive summary for the profs.
Classes who use Top Hat often have over 100 students. We wanted to ensure a fun experience that wouldn't cause connectivity issues.
Trading solution sketches with the developers helped me reach an ideal flow that would mask any lags in app connectivity.
In addition to the gameplay, I also designed the professor's experience creating a tournament. I used flow diagrams to map out the tasks the professor would accomplish to easily create a tournament and see its results upon completion.
While I continued to work through the professor experience, we began testing the game experience with live classes.
For each test, we'd have between 100-300 students use the tournament, then complete a survey. Students were extremely enthusiastic and helped us answer many questions about how to develop the product.
Student reaction to the prototype was positive, so we set about creating the live version. I led the team in some scope alignment exercises to ensure we were shipping an MVP that delivered a quality experience.
Within a few months we'd gone from a handful of sketches to a compelling new feature.