Major Project 1: Task 1 - Task 3

Proposal Development, Design Proposition, Concept Presentation ㅤ  ㅤ  ㅤ  ㅤ ㅤ  ㅤ   ㅤ ㅤ  ㅤ 


 Table of Contents 

✿ Project Links

Project 1: Proposal Development
Project 2: Design Proposition
Project 3: Concept Presentation

✿ Feedback

 Instructions 



Find out other information about this module below

Module Information Booklet


 Project Links 


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

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


 Task 1: Proposal Development 


Week 1
3 Topic Ideas
In this week, my group and I had a meeting online to discuss at least 3 topic ideas before our consultation during tutorial. To start off, we referred a few senior blog links to get a glimpse / an idea on the contents of Major Project.

3 Topic Ideas
Figure 2.1 Proposal Development (3 Topic Ideas)

Figure 2.2 Topic Ideas in MIRO

Introduction to the Chosen Topic

Supervisor: Mr. Razif
Group Members:
  1. Lim Yu Xuen 0359676 (Me)
  2. Yan Zhi Xuan 0369425
  3. Wang Zi Long 0361141
  4. Jin Rong 0361701
Final Project Title & Group Name
Figure 2.3 Final Topic Idea & Group Name

Figure 2.4 Introduction to Edubuddy, Problem Statement, Solutions, Aims, Target Users, HMW Statement, Proposal Ideas and Business Model of EduBuddy (View in FigJam)

✿  Introduction: 
EduBuddy is a study companion app that aims to enhance the self-study experience for students by helping them find compatible study partners. It combats common issues like procrastination, isolation, and lack of structure by offering features such as live virtual study rooms, AI tutoring, progress tracking, and gamified incentives. The app aligns with UN SDG 4 – Quality Education, and is targeted at high school and college students, online learners, and exam-focused individuals.

✿ Problem Statement: 
Many students find it hard to stay motivated during self-study due to the lack of structure, suitable study partners, or clear progress tracking. Distractions like social media, lack of planning, and no accountability system often lead to procrastination and poor academic outcomes.

✿  Solution:
EduBuddy solves these issues by matching students with study partners based on learning style, subject, and schedule. It offers virtual study spaces, AI-powered tutors, progress tracking tools, and a reward system. Together, these features aim to boost motivation, focus, and academic performance.

✿  Aim & Objectives:
The main aim is to improve self-study outcomes through collaboration and motivation. Objectives include: Connecting students with compatible partners, Enhancing collaborative learning and accountability, Improving study productivity through virtual tools and shared sessions

✿ Target Users:
Primary users are high school and college students. Secondary users include online learners, self-paced students, and exam prep groups (e.g., SPM, IGCSE, SAT).

✿  How Might We (HMW) Statement:
“How might we help students find the right study partner to improve learning outcomes and motivation?”

✿  Proposal Ideas (Features): 

  • Smart Matching System: Pairs users based on subject, goals, and availability 
  • Live Study Rooms: With timers, chat, and whiteboard features 
  • AI Subject Tutor: Instant help through quizzes and explanations 
  • Study Reminders & Trackers: Daily check-ins and goal tracking 
  • Gamified Rewards: Points, challenges, leaderboards 
  • Special Add-ons: AR Study Partner and Avatar Customization for more engaging solo study experiences

✿  Business Model Summary:
  • Key Partners: Educational institutions, online learning platforms, EdTech APIs, and tutors
  • Key Activities: Study partner matching, virtual study rooms, community engagement, gamification, and content creation
  • Resources Needed: App development team, cloud infrastructure, AI/ML specialists, educational content creators
  • Value Proposition: Personalized study partner matches, interactive learning, and AI-powered support to keep users motivated and connected
  • Customer Relationships: Rewards system, ratings, support channels
  • Channels: Mobile app (iOS & Android), social media, and educational partners
  • Customer Segments: Students (primary), online learners, exam-prep users
  • Cost Structure: App development, cloud services, AI tools, marketing, customer support
  • Revenue Streams: Freemium model with optional subscription, Ads and sponsored content, In-app purchases (e.g., avatar upgrades), Institutional partnerships, Premium tutoring/content sales

Proposal Development Plan
W1: 
  • Finalizing our title, Edubuddy
  • Setting goals
  • Target Users
  • Timeline
  • HMW Questions
W2:
  • Interview 3 Students
  • Organise results using empathy maps and affinity diagrams
W3:
  • Submitted proposal
  • Created user personas and user journey maps
W4:
  • Brainstorm solutions
  • Sketches for UI
  • User Flows
W5:
  • Low-fidelity wireframes
  • Usability testing
W6:
  • Polish our designs
  • Preparing for final presentation
W7:
  • Final presentation
  • Submitted e-portfolio
  • Documented in final prototype


Figure 2.5 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.

    Figure 2.6 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. Qualitative Method:
  • Tools: 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 behaviour, Study buddy experiences, Digital tools, Motivation, Concept feedback
Figure 2.7 Data Collection Methodology

Figure 2.8 My Interviewees

Survey & Interview Questionnaire

Figure 2.9 Questionnaire

12 Interview Responses

Figure 2.10 Interview Responses

Figure 2.11 Collected Data/ Responses & Analysis
Figure 2.12 User Research - Survey and Interview Analysis of EduBuddy

Week 3
Affinity Diagram & User Pattern Table

A. Quantitative Method:
  • Conducted 12 Interviews with students from different background, 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-Driver Learner:
      Needs AI-powered tutors, gamification, and structured goals to stay engaged. Example: Xi, Jia Xuen.

Figure 2.13 Interview - Affinity Diagram and User Pattern Table
Figjam Board of EduBuddy
Click HERE to view the Task 1-3 Process Development of EduBuddy in FigJam Board.

Figure 2.14 FigJam Board of EduBuddy
Task 1: Proposal Development Presentation Slide
Click HERE to view the Task 1 Slide of EduBuddy by The Study League

Figure 2.15 Task 1: Proposal Development (EduBuddy) by The Study League


 Task 2: Design Proposition 


Week 4
Target Users
Through our affinity diagram, we narrowed down 3 group-based user groups that align with EduBuddy's target users:
  1. Kelvin (Collaborative Learner) - Needs interactive group-based study methods
  2. Lee Yee (Hybrid Learner) - Prefers structured one-on-one study partnerships
  3. Jia Xuen (Motivation-Driven Learner) - Engage best with gamification & AI-driven features
Figure 3.1 Key Insights

User Persona
We developed 3 user personas that we have selected from above


Figure 3.2 User Personas

User Persona 1: Kelvin (The Social Learner)
  • Age: 24 | Location: Puchong | Occupation: Architecture 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 | Occupation: Interior Architecture Student
  • Prefers: One-on-one structured study with digital tools
  • Needs: Smart matching based on goals/schedules
  • Pain Point: Unreliable 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 Journey Maps
Our Initial user journey map represents how students discover, onboard, and interact with EduBuddy.

Figure 3.3 Initial User Journey Map

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.


Figure 3.4 3 User Journey Maps


User Journey Map 1: Kelvin (Group-based Learner)
  • Needs: Collaborative features, structured group tools
  • Pains: Scheduling issues, inactive members
  • Mood: Starts excited → gets slightly overwhelmed → ends satisfied
  • Solutions: Assign group roles, focus mode, participation tracking
User Journey Map 2: Lee Yee (One-on-One Learner)
  • Needs: Reliable partner, clear matching system, session planner
  • Pains: Unreliable buddies, unclear progress
  • Mood: Excited → cautious → anxious → ends accomplished
  • Solutions: Preview matches, checklist tools, session rewards
User Journey Map 3: Jia Xuen (Gamified Learner)
  • Needs: Motivation via games, rewards, AI tutor
  • Pains: Procrastination, boredom, low retention
  • Mood: Optimistic → slightly overwhelmed → ends happy
  • Solutions: Interactive gamification, daily streaks, surprise challenges

Monetization of EduBuddy
How does the app earn?

Figure 3.5 Monetization of Edubuddy

Figjam Board of EduBuddy
Click HERE to view the Task 1-3 Process Development of EduBuddy in FigJam Board.

Figure 3.6 FigJam Board of EduBuddy

Task 2: Design Proposition Presentation Slide
Click HERE to view the Task 2 Slide of EduBuddy by The Study League


Figure 3.7 Task 2: Design Proposition (EduBuddy) by The Study League



 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.



Figure 4.1 Brainstorming Ideations

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.


Figure 4.2 Design Inspiration (View 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.

Figure 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.


Figure 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


Figure 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 is our initial idea of our brand icon.

Figure 4.6 Mood Board Design Guidelines

Figure 4.7 UI Kit of EduBuddy in Figma

Week 7
Individual Work
EduBuddy Wireframes (Lo-Fi Prototypes)
Link HERE to view on Figma.

As part of the UI/UX process, we were required to design our own set of lo-fi wireframes based on user needs key app features. My wireframes include core pages such as the Home, Study (Pomodoro Timer), Game, Avatar, and Settings screens.

I wanted each screen to be minimalistic but meets the user needs (align with user persona and journey maps) with simple layout structure, intuitive navigation, and consistent icon placement to enhance usability. 

Figure 4.8 Individual Lo-Fi Wireframes

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

Figure 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.

Figure 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.

Figure 4.11 Home Page

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.

Figure 4.12 Group Chat, White Board Pages

In the second page which is the Study Page, users can start timers. For instance, pomodoro, countdowns, break time. 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.

Figure 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.

Figure 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.
Figure 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

Figure 4.16 Task 3: Concept Presentation (EduBuddy) by The Study League

 Feedback 

Figure 5.1 Weekly Online Consultations with Mr. Razif

Week 1
  • Have special features of our app (Why is it better than existing apps)
  • Do Business Model Canvas to generate ideas
  • Have reason why we want to do a topic (What is the issue, What is the problem we want to solve?)
Week 2
  • AR Mode, Chat Mode, Video Call Mode, AI Bot
  • Create own avatars to spawn them next to you
  • Start on google form Interview, can have LIVE Interview too
  • Include demographics and age (persona)
Week 3
  • Make sure google form questions are all required
  • Closed ended questions are more recommended
  • No need record LIVE interviews
  • Have to analyse key insights
  • Improve arrangement of slides from why, how, aim, app introduction, timeline etc.
  • Features / Content slide can include catchphrase
  • While presenting, run through all the questions quickly and just go straight into key insights
  • What is the current studying phases of people studying, pinpoint the issues and expand from there to solve those issues
  • Based on assumptions, or some sort of current happening, derive a new proposed journey map
  • User pattern means characteristics of users, find common and similar patterns
Week 4
  • Continue on developing user insights and data from user interview
  • Develop user personas and user journey map
  • Double confirm the amount of personas with Ms Wong
Week 5
  • Can prepare wireframe ideas
  • Start on card sorting, user flow, architecture map, and find visual references
  • Develop individual moodboards and lofi wireframes or sketches
Week 6
  • Approved arrangement of slides and content
  • Can have own wireframes and include in slides for presentation
Week 7
  • Pomodoro timer can be bigger in wireframe design
  • Include individual work for sketches and wireframe for submission
  • Cart Sorting/ Architecture Map just have one enough (the ones in our presentation slides looks the same)


 Reflections 


Working on EduBuddy was an amazing experience for me. I am glad my groupmates all decided to go for a topic where all of us can relate to, which is studying. As a student myself, I know how hard it is to persevere and stay motivated throughout our study sessions. I can see myself having the need to reach out for this app whenever I have to lock in. This project really touches a part of my heart as it heals my inner child needs. If only this app was released when I had to study for my big exams like PT3 and SPM. I think it would be very helpful on a daily.

Throughout the 7 weeks of completing this project, I learnt different people have different study methods. Besides that, it was nice to get an insight into different age groups and generations of students and their everyday lifestyles. I realised that many people wanted to connect with others who share similar goals or even similar personalities as that helps people focus and get stuff done the best. After reading through all the google form responses, many people are facing lack of motivation when it comes to studying. I can totally relate to it as I do procrastinate or get easily distracted too. These insights helped shaped the direction of my app, StudyBuddy. With these comments, my groupmates and I were able to plan an app that would meet every student's needs.

From this project, I get to improve my skills in researching, making slides in canva, doing lo-fi prototypes on figma, and stick to a timeline plan throughout completing the project. EduBuddy really helped me learnt alot, not just about people, but being able to upskill my abilities with designing too.