If you are not familiar with the field of education, developing educational products may seem challenging. Leveraging my background in product design, this article discusses insights from schools and students to assist you in creating more effective EdTech products.
Audience
First and foremost, it is critical to acknowledge that the target audience encompasses students, as well as schools, educators and parents who are responsible for making purchasing decisions.
Teacher’s Perspective
Does the product ease or increase my workload?
Teachers have complex workloads. ICT teachers usually have qualifications in information technology, but must regularly take additional courses to stay updated on technology and curriculum changes. New products are unlikely to be adopted due to complexity, even by tech-savvy teachers.
What is the school’s perspective on STEM or interdisciplinary programs?
Teachers are open to interdisciplinary courses but are concerned about how they align with the curriculum and how the workload will be divided.
Schools’ Perspective
Can you offer extra services for schools beyond the core product?
Schools focus on cost reduction by offering additional support services, such as maintenance, consultation and vendor consolidation to make them commercially viable.
Is the product suitable for competition? Is it recommended or used by any organisations or schools?
Schools prioritise both business incentives and reputation, often encouraging students to participate in competitions, organise events, and collaborate with established partners to enhance competitiveness. Competitions may take place on campus, and products can be promoted with other partners.
Students Perspective
Do you understand the current generation well?
Technology and education are always changing. Kindergarteners may not be familiar with keyboards, but elementary school students are already processing computer input and output. Students’ technical proficiency varies by age and experience, affecting design suitability.
Are the interaction and graphic design age-appropriate?
Design for learners’ ages in mind. Toddlers visually discern more than designers. Kindergarteners can distinguish age-appropriate content. Content appearing too native or natural interests them less. Use age-appropriate content to engage them effectively. Study suitable interactions and graphics for each age group.
The Course
How does the curriculum enhance students’ soft and hard skills?
Hong Kong is transitioning from a focus on hard skills to emphasising the development of soft skills in its curriculum. Incorporating project-based learning, technology applications, collaboration, design thinking, and problem-solving can better prepare students for the future workforce.
Is the course offered during regular school hours or after school?
Lesson delivery greatly impacts curriculum structure, which can be profitable when combined with regular classes, but must align with educational guidelines. After-school classes show increased student motivation and allow for curriculum adaptability.
How can engaging in learning complex concepts be?
Text-based learning imparts knowledge but lacks engagement. Hands-on activities and presenting information in manageable chunks make learning more engaging and overcome the reliance on text alone.
How does self-learning affect students and teachers?
Some courses are too challenging for beginners without teacher support. Reducing the teaching burden can help promote self-learning. Materials should support independent study to reduce workload and foster independence.
What do learning reports mean to students?
Reports assess student learning outcomes and demonstrate abilities to schools and parents. Electronic reports should be detailed and comparable for teachers, while students receive summary and visual reports. Certificates and awards should be issued to complement and showcase students’ learning and abilities.
Hardware
Must programs be taught by school teachers?
Consider having third parties teach in schools for courses without strict criteria. They offer faster adjustments to feedback than school teachers.
How do user flow and learning tools impact learning results?
Self-learning platforms are popular for consolidating text-based learning, assignments, and other activities into one accessible source. When designing new products, prioritise creating a single platform for students to complete their learning process.
What limitations does the school face in terms of hardware and environment?
Some schools lack updated hardware and have privacy concerns about cloud services. Weak Internet connections in classrooms make it essential to target specific schools, but it is important to carefully consider individual needs before making changes.
Key lessons learned from years of EdTech product design:
B2B products for schools are complex. School interests are harder to grasp than those of consumers, leading to lengthy lead times and various factors influencing success. Patience and ongoing communication with teachers and students are crucial.

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