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Design Concept

Ed-Venture — VR Educational Field Trips

Designing a mobile app that brings immersive VR field trips into the classroom, making experiential learning accessible and affordable for every school.

Project type

Design Concept

Focus

EdTech · Mobile · VR

Role

End-to-end Design

Duration

3 weeks

Tools

Figma

Ed-Venture app screens showcasing VR field trip browsing, trip details, and onboarding flows
01Context

Making field trips accessible

Traditional field trips are expensive, logistically heavy, and time-limited. A single museum visit can cost a school hundreds in transport and supervision. Meanwhile, VR technology has matured enough to deliver genuinely immersive experiences, but existing educational VR tools are designed for students, not for the teachers who plan and manage classroom activities.

Ed-Venture explores how a teacher-centered mobile app could bring immersive VR field trips into any classroom, making experiential learning accessible regardless of school budget, location, or class size. The design focuses on giving teachers control over trip selection, curriculum alignment, and classroom management.

02Research

Understanding teacher pain points

I started with secondary research across educator forums, teaching communities, and published studies on field trip logistics. Three recurring frustrations emerged consistently:

Cost & Logistics

Transport, venue fees, and insurance make field trips prohibitively expensive for many schools, especially those in underserved areas.

Time Constraints

Planning a single field trip takes weeks of coordination. Teachers lose instruction time to travel and queuing rather than learning.

Safety & Supervision

Managing 25+ students in unfamiliar environments creates constant anxiety. One-to-many supervision ratios limit exploration.

What teachers said

They have a lot of paperwork
Costs (low or no budget for field trips)
They are a pain to coordinate
Students get lost/break things / etc
Logistics of planning the field trip
Students are unappreciative or waste time

I then analyzed four competitors: Cyark, VirtualFieldTrips, VRLabAcademy, and ClassVR, to understand the current landscape. The gap was clear: none offered a teacher-centric mobile workflow for browsing, previewing, and launching VR experiences tied to curriculum standards.

Cyark

Strengths

  • Quality content and immersive VR experiences

Weaknesses

  • User interface could be improved for better navigation.

Special feature

  • Offers a wide range of historical and cultural sites.

VirtualFieldTrips

Strengths

  • Successfully blends education with VR for an engaging learning experience.

Weaknesses

  • Subject variety could be expanded.

Special feature

  • Real-world environments translated into VR experiences.

VRLabAcademy

Strengths

  • Makes complex subjects engaging through VR.

Weaknesses

  • Overall user experience could be improved.

Special feature

  • Specializes in complex subjects like physics and biology.

ClassVR

Strengths

  • Comprehensive VR curriculum and hardware solutions.

Weaknesses

  • Cost-prohibitive for some institutions.

Special feature

  • Provides integrated curriculum-specific VR content.

How might we...

“How might we empower teachers to bring immersive, curriculum-aligned field trip experiences into their classrooms without the cost, logistics, and safety concerns of traditional trips?”

03Define & Ideate

From research to structure

Based on research findings, I created a primary persona: Sara, a 32-year-old middle school science teacher who wants to give her students hands-on learning experiences but struggles with tight budgets and limited field trip slots. She's comfortable with technology but has no VR experience.

Teacher's Persona

Demographics
  • Sara McGovern
  • 32 years old
  • 8th-grade Science teacher
  • Bachelor's degree in Science, Master's degree in Education

Sara has been a teacher for 8 years and currently teaches 8th-grade science at a public school in a suburban area. She is passionate about her job and enjoys making science come alive for her students. She values hands-on learning and wants to give her students as many opportunities as possible to experience science in real life.

Behaviors & Habits
  • Uses technology in the classroom to supplement her lesson plans
  • Seeks out resources and information on field trips
  • Looks for ways to incorporate field trips into her curriculum
  • Prioritizes the safety and well-being of her students
Pain Points & Frustrations
  • The cost and logistics of organizing a field trip
  • Limited by the time constraints of the school day
  • Worried about the safety and behavior of her students during a field trip
Needs & Goals
  • To make science come alive for her students
  • To give her students as many opportunities as possible to experience science in real life

I used a card sorting exercise to define the information architecture, testing how teachers naturally group features like trip browsing, class management, and curriculum tagging. The results informed a clear navigation model.

FeatureHome PageLearning ResourcesPlannerProfileField TripUnsorted
Welcome message90%10%
Search bar and Filter80%10%10%
Settings70%30%
Log in / sign up50%50%
Progress tracker30%10%20%10%20%10%
Videos20%70%10%
Quiz40%60%
Lesson Plan Templates50%40%10%
Interactive activities40%20%10%30%
Interactive elements10%40%10%40%
Worksheets10%40%10%40%
Lesson plans10%90%
Create lesson plan20%80%
Edit lesson plan10%80%10%
Created lesson plans10%20%70%
Share lesson plan10%20%60%10%
View lesson plan10%30%60%
Classroom Management10%10%50%20%10%
Print lesson plan10%30%50%10%
Scheduling and Booking10%20%50%20%
Personal information100%
User-generated Reviews10%10%60%20%
Description20%30%40%10%
Popular trips10%90%
Featured trips10%10%80%
Trip History10%10%80%
Saved trips20%10%70%
Destination10%20%10%40%20%
Itinerary30%20%50%

Card sorting results — percentage of participants who placed each feature in a given category

Ed-Venture site map showing app navigation structure: Home, VR Trips, Profile, and VR Preview sections
Information architecture — app navigation structure
User flow diagram showing the teacher journey from opening the app through trip discovery to classroom launch
User flow diagram — teacher journey from trip discovery to classroom launch
Task flow diagram showing step-by-step VR trip preview and assignment process with decision points
Task flow diagram — step-by-step VR trip preview and assignment
04Design Process

From sketches to screens

I started with low-fidelity wireframes to explore layout options for the core screens: home, trip browsing, VR preview, and onboarding. These rough layouts helped validate the navigation model from the information architecture before investing in visual detail.

Low-fidelity wireframes showing initial layout explorations for Ed-Venture screensLow-fidelity wireframes showing additional screen layouts and navigation patterns
Low-fidelity wireframes — early layout explorations

Mid-fidelity wireframes refined the structure, adding content hierarchy, interaction patterns, and screen-to-screen flows. I focused on three key areas: onboarding, core pages, and the VR trip preview experience.

Mid-fidelity wireframes for onboarding and sign-up flow
Mid-fidelity wireframes — Onboarding & sign up
Mid-fidelity wireframes for Home, Trips, and Profile pages
Mid-fidelity wireframes — Home, Trips, Profile
Mid-fidelity wireframes for VR trip preview pages showing objectives, curriculum, and tools
Mid-fidelity wireframes — VR trip preview pages

I developed a visual style guide to establish the design language, including a color palette inspired by nature and exploration, paired with clean typography that communicates trust and accessibility for an educational context.

Ed-Venture style guide showing color palette, typography, icons, and UI component patterns
Style guide — colors, typography, and component patterns
05The Solution

VR field trips, teacher-first

Immersive Trip Preview

Teachers can preview any VR field trip before assigning it to their class. Each preview includes learning objectives, curriculum alignment tags, and a list of required tools, so teachers know exactly what students will experience and how it fits their lesson plan.

VR trip preview screen showing learning objectivesVR trip preview screen showing curriculum alignment tagsVR trip preview screen showing required tools and materials
VR trip preview — objectives, curriculum tags, and required tools

One-Tap Class Launch

The onboarding flow guides teachers through account setup and class creation in minimal steps. Once configured, launching a VR trip to an entire class takes a single tap, reducing the gap between discovery and classroom use.

Welcome screen introducing Ed-Venture to new teachersOnboarding step showing class setup configurationOnboarding completion screen with launch action
Onboarding flow — from welcome to classroom-ready in 3 steps

Trip Library & Curriculum Alignment

A searchable library of VR field trips organized by subject, grade level, and curriculum standard. Teachers can browse trips on the home screen, explore detailed trip pages, and manage their profile with saved favorites and class history.

Home screen with VR field trip categories and featured experiencesVR Trips browsing screen with search and filter optionsTeacher profile screen with saved trips and class history
Core screens — Home, VR Trips library, and Teacher Profile
06Reflections

What I learned

Usability testing confirmed that participants found the app “simple and easy to use” — though I recognized that testers familiar with mobile apps may not fully represent all teachers. A broader study with educators of varying tech comfort levels would strengthen these findings.

4

Competitive products analyzed

3

Core user flows designed

1

Primary persona developed

If I revisited this project, I'd invest in real VR prototyping to test the immersive experience itself, explore LMS integration for seamless grade-book sync, and conduct classroom testing with actual teachers and students.

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