Client | LIX
LixQ is an additional mobile-based feature to the Lix platform.
With its help, we want to turn Lix into a study location. Wherever students access the platform, they switch to a specific study mindset and engage with their study material on a more accessible level.
Challenge
Project challenge was set forth by Lix – a company working to improve the way students read their study material. The challenge was to investigate and identify dilemmas that students face and to create a solution that addresses these while simultaneously supporting Lix’ business objectives.
Location mindset
We interviewed 4 students from different educations and an overarching pattern across all the participants’ journeys was that the students hire particular artefacts, locations, or people to get in a certain “study mindset” Here, the job to be done is to customise the surrounding environment so that a personal study mindset is achieved. Our challenge, then, was to create a solution that supports and enriches this study mindset.
Initial Understanding
To get an initial understanding of the problem space, and to help us assess and discuss our preconceptions about studying, we conducted observations, Time Machine exercise, and SWAP. We started with an observation sprint, which focuses on documenting study artefacts and behaviour of BAAA students.
This data was put into the context of the Time Machine exercise. The Time Machine serves to provide a contextual map to inform the initial phase of a research project (Pinheiro, 2014).
Based on the findings in these initial activities along with our own immediate ideas, we used the SWAP exercise to generate a series of co-created proposals, which could solve the challenge at hand. The SWAP is a powerful tool to collaboratively brainstorm ideas and solutions for a given problem (Pinheiro, 2014).








Research
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Generative design research is a powerful method for uncovering insights about people’s aspirations and dreams for their future (Sanders & Stappers, 2014).
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The picture cards from the photo diary of the participants were one element of the generative toolkit that we prepared for the interviews.
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Further, the toolkit consisted of a backdrop with different layers of knowledge, post-it notes with emojis, and pens and paper for the participants to write down thoughts and ideas.
By using this elicitation method, we were able to move from the explicit and observable to the deeper tacit and latent levels of knowledge, and in doing so, were reached a better understanding of the goals, motivations, and attitudes of the participants (Sanders & Stappers, 2014).
Process
From the interviews, we made transcripts and selected particular quotes to be analysed. Using Young’s (2008) Mental Models, we patterned the quotes into mental spaces and mental models
From the patterns, two unique heroes emerge, who represented extreme user behaviour (Pinheiro, 2014).
The two heroes have different aims to achieve and progresses to go through. After having outlined these main heroes, our challenge was to connect their needs and jobs to be done with the “study mindset” that we previously analysed to be important





LIX Q
Mobile Application


From the main page, users can start a quick game or choose by just read chapters and all of the books from their program.
Quick Games have for now three options: Memory Cards, Quiz and Highlights.
While Playing the Memory Cards users can switch cards to see the keyword and an answer. After the First try, they are provided with the scale to give feedback on their answer.
It is used later on to inform the user, what is their knowledge from each chapter.




When the user is done with the game assigned to the chapter they can decide to play it again, or just the parts they struggled with.
In the end, they get a chance to rank the game - that validates the content created by the students.
If the user thinks that the content is incorrect they can also report it to Lix, for further verification.
The games are set up by the students for students on their desktop version of Lix.
They can choose from ABC quiz, Charades, and Memory Cards.





