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Vidhya App

Fostering educational resources for kids in remote areas during covid.


Project Details

Group Project - Asim, Kinnari, Tanisha, Amy

Duration: 5 months

Role: User Research, Interaction, Visual design, Prototyping & Testing


The COVID-19 pandemic has brought several challenges to education, especially for children in remote areas. As a designer, we were approached to design a solution that would foster educational resources for kids in remote areas during the pandemic. In this case study, I will take you through our design process and the solutions we developed to address this challenge.

Image by Codioful (Formerly Gradienta)

Design Brief

Fostering educational resources for kids in remote areas during covid.

The Problem

To design a solution that would foster educational resources for kids in remote areas during the pandemic.


The first step in addressing the problem was to gain a deep understanding of the users and the problem at hand. We conducted extensive user research and developed user personas to gain insights into the challenges facing rural students. Through our research, we discovered that a significant proportion of students in rural areas lacked access to education due to financial constraints, limited access to electronic devices, and inadequate infrastructure for learning. In addition, a significant number of students lacked basic computer skills, which made it challenging to participate in remote learning.

Hypotheses Generation

To address the challenges facing rural students, we developed three hypotheses:


  1. Upgrading the rural education system - by providing adequate resources and innovative learning techniques to develop highly skilled communities for fostering India's economic growth.

  2. Proper computer education system - to provide proper computer education to strive and adapt fluency in computer skills and technology on international standards.

  3. Experienced and Quality Teachers - to provide qualified and experienced teachers in rural areas to lead to effective growth and development of students.



Based on my research, we developed two user personas - Bindu Gupta and Miss Pinky Singh.


Bindu, a curious introvert who loves to explore new things, dance, and participate in various activities, represents the rural student.


Miss Pinky Singh, a teacher who loves to teach and believes it keeps her up to speed with the younger generation, represents the rural teacher.



E-learning is more cost-effective than traditional learning as it saves time, money and reduces transportation costs.


A dedicated digital infrastructure for a knowledge-sharing platform should be developed to address the lack of materials and resources hindering a child's development.


The absence of computer education in rural areas can pose a significant challenge for students.


How Might We

To address the challenges identified in my research, I asked myself the question,


"How might we provide uninterrupted access to technology that keeps students engaged in their education?"

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Design Solution

To provide uninterrupted access to education for rural students, We proposed creating a digital platform with a learning management system. The platform would feature interactive tools, quizzes, and assessments to keep students engaged in their education. To ensure that students without access to electronic devices could also participate in remote learning, We proposed setting up thrift store collaborations in rural areas. These stores would provide tech resources and study material at fair prices which will be on rental basis or buy at a time. Also students would be given an E-card, which will allow them to get access to the internet and have hassle free experience with learning.

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To ensure the effectiveness of the solution, I developed wireframes and a high-fidelity prototype. The wireframes and prototypes were user-tested to ensure that they met the needs of rural students. The platform's design and functionality were optimized for low bandwidth internet connectivity and low-power devices, ensuring that it could function effectively in areas with limited internet access and power supply.


Skills Acquired

Through this project, I acquired several skills, including: These skills proved invaluable in developing a solution that effectively addressed the challenges facing rural students during the pandemic.

✅ Empathising

✅ User research

✅ Communication

✅ Collaborative work

✅ Wire framing

✅ User flow

✅ Prototyping

✅ Visual design

Image by Codioful (Formerly Gradienta)

UI Designs

Taking charge of the whole UI Design part allowed me to deep dive into understanding the design system, build a design system from scratch and learn more about the components, properties and other UI Design essentials.

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User Feedback


I had the opportunity to test the digital platform with a learning management system created by the designer, and I must say it was an impressive experience. As a student from a remote area, I face several challenges accessing quality education, especially during the pandemic. However, with this platform, I was able to access interactive tools, quizzes, and assessments that kept me engaged in my education.

The computer centers set up in rural areas were a game-changer for me and other students in my community. We now have access to computer education and the internet, which were previously unavailable to us. This has helped me to develop my computer skills and adapt to the international standard, which is essential in today's world.

I appreciated the designer's efforts to empathize with rural students like myself and conduct user research to develop a solution that meets our needs. The wireframes and high-fidelity prototype were user-tested to ensure that they were effective in addressing the challenges faced by rural students.

Overall, I would highly recommend this digital platform and computer centers to any student in a remote area facing similar challenges. This solution has allowed me to access quality education and develop my skills despite the limitations posed by my location.

Skills Acquired

  • Empathizing

  • User research

  • Communication

  • Service Design

  • Product Design

  • Design Systems

  • Collaborative work

  • Wireframing

  • User flow

  • Prototyping

  • Visual design

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