The most important research move in this project was refusing to flatten all teachers into one user type. In practice, classroom behaviour differed significantly across teaching style, digital confidence, school conditions, and regional context. That meant the same feature set could look powerful in a demo and still underperform in daily teaching.
In more developed teaching environments, some teachers were willing to explore interactive activities, annotation tools, and richer classroom controls. In less developed environments, many teachers used the large screen more like a projection surface and stayed close to low-risk, familiar actions. This difference changed how I thought about interaction cost, gesture discoverability, and what “feature delivery” really meant.
Rather than asking only what new functions to add, I asked which existing capabilities were failing to cross the usability threshold in real classrooms. That framing led to more grounded decisions about simplification, gesture logic, classroom entry points, and multi-screen interaction support.
Observed classroom contrast
In one lower-resource classroom, I observed a highly committed senior teacher who cared deeply about student outcomes but used the large screen mostly like a projector. He relied on spoken explanation and personal teaching rhythm, while younger students had limited support from interactive visuals or manipulable tools. The product had useful features, but they were not crossing the usability threshold in that environment.
In more developed urban classrooms, younger teachers were much more willing to use geometry tools, annotation, interactive activities, and richer on-screen controls. Students responded faster, participation was more active, and the same product delivered more of its intended value. That contrast made the design challenge very clear: I was not just improving features, I was trying to improve feature delivery across very different teaching realities.
Design implication
This is why I prioritised lower interaction cost, clearer gesture rules, simpler classroom entry points, and better cross-screen coordination. The goal was to help more teachers use the product confidently in live teaching, not only to make advanced users even more powerful.