Odeto: organizing online design classes

Organisation

IDC SChool of Design

Industry

ed-tech / project management

Year

1 month, mar 2020

Role

Student designer

Background

🎥 WATCH THE VIDEO OR READ THROUGH

note

This project was presented at 'IndiaHCI 2020', a conference for Human-Computer Interaction.

What was wrong?

Design education has traditionally relied on studio-based, hands-on, synchronous learning. The sudden pivot to online modes during the COVID-19 pandemic fractured these dynamics.

Students and faculty lacked common expectations for behaviour, timing, feedback mechanisms, and informal collaboration. There was a vacuum in managing class culture and interaction.

ROOT CAUSE OF THE PROBLEM

The absence of shared behavioural norms in online classrooms leads to confusion, anxiety, and disengagement. Traditional codes of conduct were never redefined for the digital context, especially in hands-on fields like design.

from a professor

“The time it takes to conduct an online test is almost double compared to doing it in a physical classroom.”

from a student

“No one asked us what tools work best. Professors just picked whatever they liked, and we had to adjust.”

from a student

“Simply mimicking campus life online is exhausting. There's no clear way to separate class from home life.”

Size of global ed-tech market

$100B in 2020

yet few tools address in-class behavioral dynamics or shared expectation setting

no. of design schools in india

+100

all rapidly digitizing post-COVID, presenting an urgent need for tools that support digital pedagogy

Validating
the problem

Methods used to validate the problem

Qualitative interviews with diverse design students

Qualitative interviews with diverse design students

Mapping student journeys through online semesters

Mapping student journeys through online semesters

Literature review on online pedagogy gaps

Literature review on online pedagogy gaps

Literature review on online pedagogy gaps

Conversations with professors

Conversations with professors

Conversations with professors

Key findings

  • Students didn't want a top-down approach; they wanted to collaborate with professors and instructors to set expectations

  • Online education was challenging during COVID, and was confusing for both professors & students

  • Time and energy were often wasted on aligning tools and schedules, leading to disappointment at times

  • While professors wanted to preserve traditional roles such as a class representative, new class roles (e.g., mental health representative) were asked by students

tech & Logistical challenges

We had to use a tool that was commonly available and familiar to both students and teachers, instead of creating a platform from scratch.

How might we…

…enable design educators and students to co-create mutually agreed conduct norms that improve clarity, engagement, and collaboration in online classrooms?
Ideation

method used to ideate

Brainwriting, mindmapping and dot-voting on Miro

Brainwriting, mindmapping and dot-voting on Miro

Brainwriting, mindmapping and dot-voting on Miro

Goals of ideation

Goal 1:
Identify friction points in online classrooms
Goal 2:
Define behavioural categories
Goal 3:
Deliver a low-tech but high-impact toolkit that fosters class ownership

OUtcomes of the workshop

  • While discussing, we noticed a tension between rigidity and flexibility in educational norms

  • Debate over tool form: app vs spreadsheet vs cards.

  • We decided to use Google Sheets to prototype our solution as it encouraged quicker adoption and ease of use

Designing

target persona

Design student

Struggles with motivation, video fatigue

Design student

Struggles with motivation, video fatigue

Design student

Struggles with motivation, video fatigue

Faculty member

Desires positive outcomes from coursework

Faculty member

Desires positive outcomes from coursework

Faculty member

Desires positive outcomes from coursework

Design challenges

  • Creating a solution that's adaptable across design disciplines

  • Balancing prescriptive rules with democratic inputs

Key design decisions

  • We used an editable spreadsheet as final medium to develop the solution

  • Defining three-tier framework that the class would have to agree upon on:
    • Protocols (mandatory),
    • Guidelines (advisable), and
    • Best Practices (optional)

  • Introducing classroom-specific roles to mimic offline classroom hierarchy and emotional support

The toolkit covers everything from assigning class roles to setting pre-module expectations

Each section is split into protocols,
guidelines and best-practices

Instructor info & course metadata section

Role-assignment section (note-taker, moderator, class representative etc.)

Some sections are pre-filled to expedite the process

Evaluation
& Impact

method used to evaluate

4 Professors

Semi-structured interviews; various design disciplines

4 Professors

Semi-structured interviews; various design disciplines

4 Professors

Semi-structured interviews; various design disciplines

key findings

  • Co-creating on Odeto led to greater class harmony - as students & professors both felt heard

  • This increased buy-in and ownership from both faculty and students

  • Printable and editable format of Google Sheets made it easy to adopt

unexpected findings

  • Students suggested adding mental health roles—highlighting emotional toll of online education

  • Faculty wanted to reuse Odeto across courses, indicating cross-course scalability

learnings

  • Co-creation is more effective than enforcement

  • Accessible formats (like spreadsheets) are underutilized in UX interventions

  • Designing for pedagogy needs to account for emotional, spatial, and social contexts- not just tools