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iClicker Redesign
Redesigning the iClicker by incorporating gamification principles to enhance student participation in lecture-based classes

Background
Post-pandemic, universities had difficulty engaging students during in-person courses after a long period of virtual learning. iClickers have commonly been used in large lecture-based courses to track student attendance and participation. Current iClicker models are reminiscent of TV remotes, and are outdated for modern classrooms and learning needs. For this week-long project in my Industrial Design course, I wanted to evaluate the design of the iClicker and ideate a new concept that incorporates gamification elements to encourage student engagement in lecture-based courses.
Heuristic Analysis
While the design of the iClicker device is simple and functional, it requires viewing the interface of the accompanied app/website to view answer feedback and additionally lacks engaging, interactive features. When conducting heuristic analysis based on Jakob Nielsen's 10 Usability Heuristics, I found visibility of system status, error prevention, and recognition rather than recall to be the highest priority errors for the device interface.


Research Insights
To gain insight into what college students are looking for in a iClicker device to keep them more actively engaged during class, I administered a Qualtrics questionnaire to 15 undergraduate and graduate students at Tufts University. I also conducted semi-structured interviews with 5 students to uncover insights about their attitudes towards the design of the iClicker device and identify their suggestions for making the device more interactive and engaging.
"Using an iClicker just feels mandatory for participation points and proof of attendance"
"Kahoot is my favorite part of class so if you can find a way to make the iClicker be fun like Kahoot"
"I don't think using an iClicker makes me more engaged but it does force me to pay attention"
"It's hard for me to focus in big classes but using the iClicker forces me listen to questions the professor is asking on the board"

60% of respondents reported that using an iClicker was "very helpful" or "somewhat helpful" in keeping them engaged during a lecture course
73% of respondents reported "frequently losing focus" or only being able to "focus in short bursts" during a lecture course

Insights for improving the physical design of the device: ​
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More modern/sleek
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Same size as a computer mouse
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Make shape "fun to hold"
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Add a competitive viewing element
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Add different button colors
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Add different controls
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Integrate immediate answer feedback into the device
Psychology Principles
Inspired by the success of the game Kahoot as an educational review tool, I drew inspiration from several psychological principles. Social comparison theory and competitive arousal boost focus and accountability by motivating students to improve their standing in the activity. I decided to have the iClicker light up green if the student answers correctly, and red if they answer incorrectly. The visibility of everyone's answer outcomes drives public accountability and motivates students to try harder to raise their rank by answering more questions correctly, a form of impression management. The immediate feedback and reinforcement of the colored light response taps into operant conditioning, keeping attention cycles high.
Form Exploration
Guided by the theme of gamification, I explored forms inspired by fidget toys featuring half-spherical shapes as the focal point. The half-spherical shape allows students to comfortably rest their hands in between questions and aims to keep them actively engaged.


Storyboard

Anthropometry
Informed product dimensions for CAD model in Fusion360 based on anthropometric data for hand breadth and width. I looked at data for the 5th percentile for females to the 95th percentile males taken from the Anthropometric Survey of U.S. Personnel to ensure the center button would allow for students to comfortably rest their palm.

Female mean: 3.31 in
Female 5th percentile: 2.89 in ± 0.15
Male mean: 3.56 in
Male 95th percentile: 3.84 in ± 0.17

Female mean: 7.10 in
Female 5th percentile: 6.50 in ± 0.38
Male mean: 7.63 in
Male 95th percentile: 8.29 in ± 0.39
Final Design
My final design features a large submit button that transmits visual feedback, 4 multiple choice answer buttons, an on/off switch and battery light. The intuitive design is simple and free of distractions, and does not require any labeled text. The half-sphere lights up green if the student answers correctly and red if the student answers incorrectly.




State: correct answer
State: incorrect answer
State: waiting to answer

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