Osmo Future School

I really wanted to make my idea of a virtual classroom become real, so I began working with Osmo, who wanted to develop a similar concept. Osmo specializes in creating educational games using AR and mix reality. Together we were taking our ideas to the next level.

Client Osmo | Role Product Design, UX, Branding

Osmo was working on a new device called the LearnStation, a mixed reality and AI product that produced fun and engaging educational experiences. It facilitated hands-on learning without having a physical person around, so kids could write, draw, and build with their hands. This device could read their movements, evaluate creations, and see how kids were solving problems in real-time.

I worked on the Future School product for this device. This product combined those capabilities with a virtual classroom, so kids could interact and learn with a human teacher and kids around the globe.

Branding a kid’s experience

Creating a brand for kids is a humbling experience. I started from scratch with research and concept testing, receiving the harshest and most hilarious critiques I have ever received from kids ages 8-13. Gotta love a kid’s honesty!

From there, I created Future School’s first design system, which was space themed. Choosing colors, fonts, and creating styles that could balance the preferences of young children to tweens. I created the tone to be playful, kinetic, and anti-adult.

This branding extended past the product design ecosystem. It established marketing applications and the physical products.

I pitched the marketing concepts to show how this brand could be applied to a full Future School Experience.

I also art directed and worked with an illustrator to develop the workbook covers, so that it scaled to several subjects, topics, and grade levels.

a CLASSROOM EXPERIENCE LIKE NO OTHER

A student of Future School would open their LearnStation, be greeted by their teacher & peers, and participate in an interactive lesson. In this lesson, they could see the teacher work through problems, share their own work in-real time, and high five their fellow-classmates!

After class, they could play with supplemental activities to help master the concepts they learned together.

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