Academedia

From Physical to Digital

A digital tool that transforms a physical conversation card game into an online experience, making it easier for students and teachers to reflekt and learn togehter.

Research

Workshop

Background & Purpose

AcadeMedia is one of Sweden’s largest educational organizations, using their conversation cards in classrooms, workplaces, and various dialogue settings.

Each deck contains questions around themes such as mental health, education and core values, designed to spark meaningful reflection and discussion.

AcadeMedia wanted to make their conversation cards more accessible in everyday school life without losing their reflective purpose.

Our task was to design a digital solution that preserves the pedagogical value while reaching new user contexts.

"How can a physical, human-centered card experience be translated into a digital product without losing its warmth and reflection-driven quality?"

My role

My role in the project was broad but centered around idea development, user insight and visual Ux design. My main focus was to bridge clarity, usability and visual identity. I contributed to both concept development and hands-on design, creating the icon system and interaction patterns that defined the digital experience.

I introduced key UX solutions such as the persistent information button, which reduced cognitive load and made the app easier to navigate in classroom settings. I also proposed the Qr session feature and the swipe interaction, helping translate the physical flow of cards into a smooth digital experience.

Throughout the process, I facilitated user interviews and workshops, turning real insights into actionable design improvements.

Design process


Understand

We began by exploring how users experience and interact with AcadeMedia’s physical conversation card decks. Through interviews a workshop and a A/B testing between the physical and digital versions, we gathered insights about user behavior, needs, and comprehension.

The physical cards were perceived as cozy and social, while the digital prototype was appreciated for its accessibility and flexibility. However, the digital version initially felt text-heavy and required too many clicks.

Key insight: users wanted a simpler structure, clearer icons and more intuitive navigation.


Ideate

As a team, we held brainstorming sessions using Crazy 8`s and dot-voting to explore a wide range of ideas. We analyzed existing digital conversation tools and identified opportunities to enhance engagement and accessibility.

Some early ideas included:

  • AI-based voice reading and visual cues for accessibility

  • Gamification elements (later discarded to keep focus on reflection)

  • Improved color-coding and symbol system to make themes clearer

These explorations led to wireframes and concept sketches that shaped our design direction.


Define

From our research, we formulated the following problem statement:

“How might we create a simple digital solution that makes AcadeMedia’s conversation cards more accessible in everyday school life, without losing their reflective and pedagogical value?”

We defined our core user needs as:

  • Clarity and ease of navigation

  • Recognizable visual language (icons and colors)

  • Tools that encourage reflection and discussion, not competition

From our research, we formulated the following problem statement:

“How might we create a simple digital solution that makes AcadeMedia’s conversation cards more accessible in everyday school life, without losing their reflective and pedagogical value?”

We defined our core user needs as:

  • Clarity and ease of navigation

  • Recognizable visual language (icons and colors)

  • Tools that encourage reflection and discussion, not competition


Prototype & Test

We developed a mid-fidelity prototype in Figma for iPad and mobile, focusing on clarity and usability. Users tested both the physical and digital versions (A/B test) to reveal pain points in navigation and card comprehension.

Based on the feedback, we simplified the interface:

  • Reduced text and number of clicks

  • Clarified instructions and categories

  • Introduced new visual symbols and color-coded themes

  • Added audio playback and landscape mode for inclusivity

The result was a high-fidelity prototype named TALKio designed to be intuitive, flexible, and accessible for teachers, students, and everyday users.

Learnings & Conclusion

This project taught us how to translate the warmth and reflection of a physical experience into a digital format without losing its emotional value. By testing, iterating, and simplifying, we learned that clarity and accessibility are key when designing tools for educational and reflective use.

Balancing functionality with simplicity became one of our greatest challenges. Early user tests showed that too much text and too many steps created friction, which led us to redesign the interface with fewer clicks, clearer icons, and stronger visual guidance. These changes significantly improved navigation and comprehension, proving how small UX adjustments can have a major impact on usability and trust.

The process also deepened our understanding of how visual design, cognition and inclusivity interact. Accessibility features such as audio playback, landscape mode, and color-coded themes made the prototype more flexible and engaging for different contexts from classrooms to workplaces.

I learned the importance of iterating based on real user observation not assumptions.

Let’s connect!

Guided by curiosity. Built for connection.

©2025

Let’s connect!

Guided by curiosity. Built for connection.

©2025

Let’s connect!

Guided by curiosity. Built for connection.

©2025