CanvasQuest emerged from the observation of a common end-of-semester phenomenon where students tend to skip classes. Recognizing this as a significant issue affecting student engagement and academic performance, the team embarked on a thorough design process to develop a solution that would incentivize class attendance and promote student well-being.

The journey began with brainstorming sessions, using mind maps to explore the pain points of student life and well-being. This process helped generate ideas and insights, leading to the conceptualization of CanvasQuest. The team then employed the double diamond method to guide their design process.

The initial stage involved background research to understand the reasons behind students skipping classes. This research was crucial in defining the problem space and identifying potential solutions. Following this, user research was conducted to gather more data and insights directly from the student community. This data was analyzed and synthesized to create user personas and define key insights, which informed the development of the solution.

CanvasQuest is a reward-based system that incentives students to attend classes, including lectures and tutorials. To increase engagement, students are randomly assigned to "houses," introducing an element of competitiveness. Rewards include university vouchers and other merchandise, chosen to motivate students without impacting their academic performance.

The final stage of the process involved delivering the idea through a prototype. This prototype was a tangible representation of CanvasQuest, showcasing how the system would work in practice. By following a systematic design process and leveraging insights from research, CanvasQuest aims to address the issue of class attendance and improve student engagement and well-being.

Built With

  • canva
  • doublediamond
  • figma
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