Update our curriculum to meet a changing set of standards and requirements in science education.
The new standards emphasized hands on learning and experimentation, areas often overlooked in traditional education materials. As such we needed to dramatically remodel our curriculum. Not doing so would mean the loss of millions in sales.
Still used today, the rigor and delight that came with the updated Science Dimensions was wildly successful for both sales and inside the classroom.
I wanted to include this case study as it was the first product I worked on for HMH, and as such maybe shows part of the journey I've taken as a product designer. The NGSS standards looked to empower students to learn science through self-directed exploration, analysis, application, and explanation. Our existing science products were very much in the traditional vein of education: a lot of words, not a lot of action. To respond, we were tasked with developing a product that not only implemented more hands-on elements, but mimicked that sense of exploration and discovery through its very architecture by providing choice in the educational roadmap. It also provided me, as a designer, the opportunity to demonstrate my understanding of user needs, regardless of limited subject expertise.
Throughout the experience students are encouraged to write down what they are observing, to predict what they think is happening, and to explain complex ideas in their own words. We created clear visual indicators throughout the program that cued them into these moments and by the end of the lesson the cumulative effect gave them all the notes required to tackle lesson assessment. As such, students were also gaining valuable lessons and skills in note-taking.
Additionally, the curriculum is interwoven by thoroughly outlined labs that guide students and teachers through experiments of discovery. And when real world experimentation proved to be too volatile, we provided digital simulations so that they could still take part in the process. Every lesson is ended with multiple paths so that students can choose from a variety of research topics, giving them ownership of their learning and educational goals.
To increase engagement, HMH partnered with Randall Munroe, creator of XKCD and the book Thing Explainer, to add humorous, overly simplified explorations of scientific topics such as our solar system, arbor systems, or rocket engineering, which was featured in the New York Times. Although the program is ten years old it is still being used in the classroom today thanks to its proven pedagogy, fresh design, and moments of delight such as these.