Case Study
Osmo Education
To empower educators and administrators to track and drive learning outcomes when engaging their students with Osmo learning resources.

Visit
The platform is the foundation towards the setting up of a one-stop ‘hub’ for not just educators but also students and their parents. It will not only house to-be released education tools, content and dashboards, but also serve as a control centre for all Osmo educational activities in both school and at home.
Project info
Team
The project started with a team of 5 in June-2021 and had 20 members by March 2022..
PM: Mark Solomon, Reuben T. John
Co-Designers: Tony Aube(Principal Designer @ Osmo), Akhil Thomas(Product Designer), Anukriti Jasapara(Product Designer)
Engineering: Erwan Martin(Engineering Lead), Ashish Kumar
Introduction
Why teacher’s dashboard?
01.
Survey & ongoing feedback

Discovery
The top 6 requests from teachers can be addressed with the help of a classroom/school dashboard.
A more recent look at the requests received by educator survey reveal that these needs remain relevant, especially in light of remote learning.
02.
Keeping at-par with competition

-A reply from 2017’s Osmo teacher survey
03.
Meeting RFQ requirements to enable large-ticket district sales
Access to a dashboard that shows student progress in a set of identified skills that are determined by instructor.
A dashboard that shows time on task for each game.
Assigned vs Completion of tasks/ lessons.
Teacher should be be able to roster students and assign levels of play for each student.
Requirements established
Access to a dashboard that shows student progress in a set of identified skills that are determined by instructor.
A dashboard that shows time on task for each game.
Assigned vs Completion of tasks/lessons.
Teacher should be be able to roster students and assign levels of play for each student.
Teachers should be able to group students for station rotation.
Teachers should be able to export reports for parents and administrators until the admin and parent portion is complete.
Begin
Design
01.
User segment
Educators
Classroom teachers
Special educators
Librarians/ Media Specialists
School/ district administrators, Principals , Supervisors
After-school tutors, summer camp instructors
Parents (minor segment)(P2):
Homeschool educators, distant-learning (Osmo for Schools users at home)
02.
Key user journeys &
archetypes established
Track and view student progress
As a class teacher, I would like to keep track of my class’ overall progress across key skills by engaging with Osmo learning resources.
As a special educator, I want to know what my student has learnt in Numbers, what's coming up next and what area I can help them in so that they can learn things faster.
As a librarian, I would like to understand what and how my students have engaged with Osmo learning resources last unit so that I can plan their activities for the coming unit.
As a teacher, I would like to address problem-solving and coding skills with a particular student and have a conversation with him on his solution in a particular level in Coding Awbie.
As a school administrator, I would make a key purchase decision basis usage and progress in learning outcomes of an entire classroom from Osmo learning resources.
Manage student profles
As a librarian/ media specialist who has over 200 students I would like a tool to manage (create and edit) all my student profiles.
As a special educator in multiple classrooms, I would like to add basic student details to each of my student profiles and further organise them under their respective classrooms, with the option to transfer profiles as required.
As a class teacher, I would like to carry forward all students from one class to another, while retaining their game progress details.
Teacher resources and training + Reporting
As a teacher, I would like to plan for my unit with lesson plans that go with literacy-related Osmo learning activities.
As teacher, I want to share student progress reports with parents on a regular basis.
As a school Principal, I would like to see student engagement and progress for each of my teachers’ respective classrooms.
03.
Feature plan












04.
Design system
We derived our design language from existing playosmo ecosystem.
Playosmo website has ‘Mikado’ as their primary font while learning tools have their own specific fonts.
We wanted to deviate from Playosmo to make the platform a bit more formal, but not so much to lose out on its playful charm. Hence a lesser rounded font was picked for all subheadings i.e, Gotham, and Gotham Rounded was used in Headings which is similar to Mikado to not tread too far from the Osmo brand.

Colors
We picked our color palette from existing Osmo Avatars from different Osmo games

Buttons
05.
Information architecture
We went through multiple options for the layouts and hierarchies with the stakeholders and narrowed it down to 2 options.
Solution 1

Solution 2
Improvements needed
Testing
Result
We narrowed it down to Solution 2
06.
Dashboard UI
07.
Learning tools
Words teaches spelling, social-emotional skills, and critical thinking. The goal of Words is to guess the word for what is being displayed in the image, which could be anything, from the background color or object in the foreground/background, to a theme or a book reference.
The following hardware pieces are included in the Words game set.
For Schools
Common for all games
Although the in-game challenges provide a good motivation for the student to keep going, more tangible insight has to be provided for the teacher to make sense of the student/classroom progress and the next steps to take.
The following table shows derived metrics that indicate learning outcomes that can help educators make better decisions for their students.


In-game
The goal of Numbers is to collect all of the fish! A student can do this by unlocking all levels and trying to get the highest score possible. There are over 90 fish that you can find in the game. Each mode/depth contains different types of fish to discover, including tropical fish, food fish, instrument fish, and even monster fish!
A student can increase their score by popping bubbles piled up on top of the fish tank. Bubbles pop when the student places tiles in front of their device in such a way that their total matches the number inside the bubble. The bigger the number inside the bubble, the more water it adds to the tank when it pops.
The following hardware pieces are included in the Numbers game set.




A student quickly cooks pizzas with toppings the customer has requested to make him/her happy, then calculate the change using the play money pieces. Students can invest profits earned to upgrade aspects of the pizza shop to add personal touches. Osmo gives real-time feedback, so the pizza-chef can alter either the pizza toppings used, or the change that’s being made for customers.
The following hardware pieces are included in the Pizza Co. game set:


In-game












Next steps...
Enhance global navigation to authorise/manage all stakeholders
Include Byju’s offering as a part of Osmo EDU to build for a more robust teaching tool.
Include new metrics from user testing.
Bring “myOsmo.com” dashboard to the teachers to help them build albums for Words game.
Next up