
Countable
Countable - A Digital Solution for Group Work and Collaboration / Student work

Description
In an era where digital transformation is reshaping educational paradigms, the need for effective group work and collaboration tools has never been more pressing. Despite the plethora of digital solutions available, many fall short in addressing critical issues that students and educators face. This case study presents "Countable," a groundbreaking digital platform designed to tackle these challenges through a unique blend of behavioural design theories, user-centric design, and innovative features.
The primary objective of Countable is to revolutionise the way students and educators engage in group work by addressing key issues such as accountability, procrastination, and lack of structure.
Research & Problem Identification
Methodology
The research phase employed a mixed-method approach, incorporating both qualitative and quantitative research methods. This included heuristic analysis, user journey mapping, and empathy mapping to gain a holistic understanding of the user experience in existing group work platforms.
User research:




Key Findings
The research revealed that existing project management tools often lack intuitive, linear flows, making them less accessible to younger audiences. Users expressed a need for a more streamlined, social media-like experience.

Implications for Countable
The findings from the research phase were instrumental in shaping the design and functionality of Countable. They provided a foundational understanding of the gaps in existing solutions and informed the ideation phase.
Ideation & Conceptualisation
Concept Development
Building on the research insights, Countable was conceptualised to fill the identified gaps. The platform was designed to be PLG-centric (product-led growth) with a freemium model, offering advanced features like AI scanning and task-tracking for a monthly subscription.


Behavioural Design Integration
Countable integrates behavioural design theories such as commitment, social proof, and status to drive user engagement and tackle issues like accountability and procrastination.
Prototyping & Iterations
First Iteration
The initial prototype was a high-fidelity model focusing on task uploading and group creation. The design drew inspiration from platforms like Snapchat, incorporating bite-sized, easy-to-understand chunks of progressional screens.

Subsequent Iterations
User feedback and self-reflection led to significant improvements, particularly in the scanning feature, which was redesigned for better UX. A new calendar function was also integrated.



Iteration 2 updates

Behavioural Design Theories in Action
Commitment
Encouraging users to make public statements ensures accountability. This feature was designed to allow users to publicly commit to tasks, thereby increasing the likelihood of task completion.
Social Proof
Utilising the power of the crowd to motivate individual action was another key design feature. For example, showing how many students have already completed a task can motivate others to do the same.
Status & Entourage Effect
Leveraging social dynamics to encourage active participation was also a key design feature. For instance, leaderboards and badges were integrated to inceltivize active participation.
Technical Aspects
Design Language
Countable was designed with an emphasis on Google's material design language, known for its scalability and user-friendliness. Real-world elements, such as levers in the task randomization screen, were also incorporated to enhance UX.

Conclusion & Future Directions
Project Outcomes
Countable has proven to be a promising solution to the challenges of group work in educational settings. The project's success has paved the way for future development, including the possibility of seeking investment for further refinement and scaling.
Lessons Learned & Future Work
The project was a valuable learning experience, particularly in the areas of user research and iterative design. One lesson learned was the importance of early and frequent user testing to guide the design process.
