
lrnit.live
sketch and invision
teaching code to high school kids
The Job/Client: Lrnit.Live is a startup concept pivoting from selling video game lessons to selling coding lessons on how to create video games and web pages. The client hopes that parents would be more willing to purchase coding lessons rather than gaming lessons. The client had an idea and a logo and asked to do research and develop a concept.
The Problem: After lots of research we found that the Educational Technology market was quite saturated. This posed for our small startup with other companies receiving millions in funding and millions more in revenue.
The process
This was a research heavy project. We conducted over ten potential user interviews with students and parents. Using an affinity map we categorized our findings and attempted to extract the relevant information. Some key takeaways were:
Parents are very supportive of children learning to code, but only if they are interested themselves.
Video games as well as learning both have a strong sense of community.
Children learn best when they can see the immediate benefit of their work.

Secondary research showed us just how many similar products were on the market. Their price points and funding led us focus on the live component of this product. Students would communicate directly with the teacher while doing coding exercises. This competitive advantage, as well as focusing on older high school students was the focus of our product.

Secondary and market research showed us that there is a real demand for coding experience. Using this as a selling point we needed to make sure that our product to help fill this demand but was unique enough to differentiate it from other competitors.

final thoughts
Above: CB Insights infographic on why Ed Tech companies fail, and what companies need to do to prevent it.
Below: The demand for jobs in the computer sector and the relative amount of stands pursuing degrees in that field.

The Solution: We targeting high school students with a modern hip image but also gave them the ability to use code for purposes then just making video games. This was designed to increase the potential market to students who are not interested in games. We also highlighted the fact that this product unlike others offers live instructions and not packaged lessons.

Above: Home page with information on the teachers and a list of various tracks for students to choose from.
Below: Selecting a lesson in the gamer track would produce an informational pop up to guide users into trying and eventually purchasing the product.

The Detail: Below is a progress a table that is shown in the profile section of the site. Gamification of the progress a student makes also has the benefit of showing the parent their progress a well. The avatar and the badges are popular gaming elements that are used to show progress. This status can be shared with other students and friends.

Below: The achievements section shows the badges and points that the student has achieved. Making this similar to other video games adds a familiarity to the site. The white on the left was the main style of the site until a happy accident showed us what the black would look like. The entire gaming section of the site was done with a black background after this comparison.
