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LAHU

THE CHALLENGE

How to make education more engaging, fun, and effective for the students?

THE SOLUTION

Gamifying the learning process in schools by combining the physical with the digital. We developed wearable interactive devices for the students as well as a digital platform connecting the wearables and allows the teacher to design their own educational games and interactions, add the teaching content, upload the game to the devices.

MY ROLE

User Research, Prototyping, Product Development, Technical Implementation, UI Design, User Testing, Business Development, Funding Opportunities, Project Management

PROJECT OVERVIEW

LAHU is a startup that gamifies the conventional teaching methods in schools by combining technology, physical activity, and collaboration among fellow students and their teachers.

 

LAHU offers a system that allows teachers to explore new technologies and design a customized social learning environment in their classes.

LAHU consists of a web platform and wearable devices that can be used for teaching any subject through cooperative games.

Students are engaged in play-based learning both indoor and outdoor.

Teachers can program the devices and create various games through an intuitive drag and drop interface that also allows them to co-create the activities with their students.

Furthermore, the platform allows the sharing and exchange of games with colleagues using LAHU’s community section.

For more info check here: http://www.lahu.dk/

My Part

In this start-up project, I was a co-founder along with one more designer, and one business developer. Throughout our own educational journey, and the lack of engagement, efficiency, and fun in the traditional teaching methods that we experienced, we wanted to find a way to improve the old way of teaching. Looking further into the Danish educational system and the digital solutions that already are in play, we identified the opportunity to address this issue.

Through extensive qualitative user research, in the form of field visits, interviews, observations, and co-designing workshops, we gathered and analyzed our data, organised ideation sessions, created personas, storyboards, and developed our concept. Throughout the process I was responsible for the development of the wearable devices handling and researching the most suitable textiles and materials. Another part of my role was the technical implementation of the devices by installing and coding the hardware and creating the basic interactions of the wearables, as well as the development of the UI of the digital platform by developing user flows, mock-ups, and wireframes using Figma and Adobe XD/Illustration/Photoshop. Furthermore, I conducted user testing in real-class environments by establishing collaboration with Danish schools, and teachers. Another key responsibility was the business development by conducting market research, creating the business strategy, developing business model, defining the revenue stream, creating the budget and the pricing of our product, as well as raising fundings by applying and pitching in different venture cap competitions and other funding competition opportunities. Among my responsibilities was the overall project management creating product roadmaps, coordinating the team and the involved stakeholders, setting milestones, keeping the budget, and allocating the resources efficiently. 

Core Values

GAME-BASED LEARNING

INTERACTIVE WEARABLE DEVICES

PHYSICAL ACTIVITY

TEACHER BECOME GAME DESIGNERS

COLLABORATIVE LEARNING

HAPPY STUDENTS

Mock-Ups of our platform and game builder

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Interactive Prototypes

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Video of our "Tag" game

Sequential Diagrams

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Photo Galery

©2020 by Alexandros Sapounidis

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