SEEDS: Scalable Educational Experiences with Digital Scaffolding
Project Overview
SEEDS is an accessible, voice-based learning platform co-designed with teachers and students in schools for the blind. It helps teachers run lessons and connect with students remotely, while giving children engaging content like stories, quizzes, and games. All through feature phones, Android apps, and a simple web portal.
Research published at ACM COMPASS - Read the paper

Role
Research Fellow at Microsoft Research India
I led the UX and UI design, from prototyping to deployment. I also co-led ethnographic research and user studies with my colleague, working closely with teachers, students, and NGO partners.
Duration
Aug 2022 - Present
SEEDS began as a hackathon idea and has grown into a deployed project, now piloted in schools for the blind across India.
Tools Used
MS Forms, Figma
Used to capture insights, create prototypes, and refine designs with real feedback from the community.
Problem
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India has the world’s largest population of children with visual impairments (CVIs), but only a fraction attend school.
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Blind schools face chronic shortages of trained teachers and accessible learning materials.
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The COVID-19 pandemic further isolated students, cutting off peer interaction and teacher support, with no digital alternative in place.


Motivation: The Pandemic
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When schools shut down during the pandemic, students with visual impairments lost nearly all access to education. Unlike their sighted peers, there were no digital alternatives for lessons, connection, or play. Teachers, many of whom are visually impaired, also struggled to reach their students.
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SEEDS was born from this urgent need to create a simple and accessible way for children and teachers to stay connected and continue learning in any circumstance.
User Personas

ANUPRIYA - Teacher with Visual Impairment (TVI)
Government school teacher in Bangalore, low-paying job, new to using TalkBack on Android.
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Teaches math along with other subjects, the only TVI proficient in Braille at her school
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Faces staff shortages and cannot take days off
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Struggles with remote teaching since no accessible platform exists for TVIs to teach CVIs
Goals:​
Ensure her students are not deprived of education
Frustrations:​
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Must handle multiple subjects with little support
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Limited accessible resources
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Still learning to use TalkBack
Design Implication:​ SEEDS needed to be simple, teacher-first, and fully accessible with TalkBack.
Shalini - Student with Visual Impairment
Grade 5 student in Bangalore, hostelite, from a financially un-equipped family.
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Visually impaired since birth
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Attends a school with teacher shortages
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Spends afternoons alone since friends go home after school
Goals:​
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Learn, ask questions, communicate, and grow
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Become more independent
Frustrations:​
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Few teachers and limited learning opportunities after school hours
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No fun or engaging accessible content to fill her time
Design Implication:​ SEEDS needed to make learning playful, accessible outside school, and easy to use on basic phones.

Design Goals
Based on these challenges and user needs, we defined a few guiding goals for SEEDS:
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Teacher-first: Enable teachers to teach effectively despite constraints
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Child-friendly: Help children with visual impairments as young as 6 learn with confidence
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Flexible: Support learning in schools, hostels, and homes, during or after school hours
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Inclusive: Work with or without teachers, in groups or individually, even with volunteers
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Device-agnostic: Deliver accessible learning on Android phones, basic feature phones, and smart speakers
The Solution
SEEDS brings these goals to life through three major touchpoints.
Design Process
It was a participatory and iterative process. Research and design happened side by side in schools for the blind, where we worked closely with teachers, students, and NGO partners.
How we worked together:
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Co-design sessions: Teachers and students helped us shape the IVR flows, lesson structures, and app features.
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In-situ testing: Prototypes were tried in classrooms and hostels, capturing real use cases.
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Rapid refinements: Feedback directly informed changes, such as adding call-drop alerts, moving the end call button for accessibility, and simplifying IVR navigation for TalkBack users.
Formative Study
Designing SEEDS was an iterative design process as it involved multiple
Study Details
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My colleague and I visited two schools for the blind in Bangalore, India weekly for 8 months.
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We interacted with about 20 children aged 9-13.
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Our objective in this phase was to validate the individual touchpoints of the system and to identify limitations and
barriers to usage by the intended end users

Learnings
1. IVR system
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Ensure content titles are clear and understandable in the local language to enhance comprehension.
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Design the IVR system (from the backend) to handle multiple key presses gracefully to prevent unexpected states and confusion
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Regularly update IVR content to match diverse interests and educational needs.
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Simplify the navigation process to avoid the need for students to restart calls when they want to return to a previous menu.
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Design earphones to stay in place and prevent accidental disconnections.

2. Android Teacher Application
​Two major UX updates:
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When students dropped from calls due to connectivity or accidental key presses, teachers, including sighted ones, often missed these drop-offs while speaking with the phone to their ear. To mitigate this, we implemented announcements for when a student dropped, aiding both sighted and VI teachers to quickly redial the dropped student.
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To address teachers accidentally pressing the "Home" button and losing the call screen, we repositioned the end call button higher within the application.

What are "Educational Experiences"?
Educational experience goes beyond just textbooks or storybooks.
It involves interactive activities like teacher-led readings, student read-alouds, independent reading, discussions about content, and sharing views on themes. These activities turn content into valuable learning experiences. The more varied these experiences, the more effective the education.

Current iterations of SEEDS touchpoints and how they fit together to expand access to a diverse set of educational experiences to CVIs
Touchpoint 1: IVR via Feature Phones
IVR - Interactive Voice Response
A technology that allows computers to interact with humans through voice commands and keypresses, often used in call centers to route calls and provide automated services.
Via IVR we aim to provide:
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24/7 independent access to content for students
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Varied experiences

IVR User Experience

Secondary features:
8 => repeat current menu
9 => to go to the previous menu (in an experience)
0 => help when in experience (guide to audio control commands)

Why Feature Phones?
Feature phones are better than smartphones for our target community.
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Tactile - smaller learning curve for CVIs
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Includes screen reader - accessible
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Cost-effective - suits our demographic
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Robust
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Longer battery life

Touchpoint 2: Android Application for Teachers
Android Application
An app used to conduct educational group calls between teachers and students. These calls are initiated by the teacher by using the app and received by the students on feature phones. We used Android because it is more widely used among teacher population in India.
Via teacher app we aim to provide:
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Teachers a mean to communicate with their students remotely
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A simple interface to view all the content available

Experience flow
Began by outlining the information architecture through iterations on the experience flows. The flow presented here is the fourth and current iteration of the application. Earlier iterations were rapid prototypes with an iterative design approach. This iteration represents the latest version of the flow.

Wireframes
Created paper wireframes with relevant information present in it. With SEEDS we had to take the application to the high fidelity version for testing the talk back efficiency and ease of use for TVIs who are also novice technology users.

Style Guide
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Adhered to the WCAG guidelines to ensure the visual identity and colors used are accessible, achieving AAA compliance. The overall design follows the POUR principles, ensuring a high level of accessibility.

Interface Design
Allow teachers to reach their students via call through an android application. Teacher can manage the class efficiently with minimal clicks and can also appoint a leader to manage the class if she gets temporarily absent.

Leaders and their powers
The teacher can also select a student leader. The leader has additional control over certain aspects of the call using specific number key presses.



These controls are implemented to allow the leader to moderate the class in case the teacher becomes temporarily unavailable.


Touchpoint 3: Content Management Website
CRUD website
Enables users to add, view, modify, and delete content as needed.
Via content management website we aim to provide:
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Enable teachers to manages content on IVR system and teacher app
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Understand independent IVR usage by students

Website Design

The home page lets teachers to view all the content that is available on SEEDS. For each content there is an option to edit view and delete.

This page lets teacher fill in all the details related to their content and upload it on SEEDS.

This page lets teacher fill in all the details related to their content and upload it on SEEDS.

The home page lets teachers to view all the content that is available on SEEDS. For each content there is an option to edit view and delete.
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Each piece of content is labeled by its language and type for clear categorization.
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The display of language and corresponding content aids visually impaired users when using a screen reader.
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The website also specifies the exact location, such as the Teacher App (TA) and IVR, where each content item is available.

Usage Scenarios
Diverse use cases of interactions across space and time by TVIs and CVIs derived from the learnings of the formative study.
Scenario 1: Fully In-person
Both the teacher and the students are in the same physical space.
The platform allows the teacher to access and deliver a variety of experiences by using the Teacher App on their Android phone. The phone is connected to an external speaker, either wired or via Bluetooth, enabling all students to hear the content.
The students interact with the teacher as they would in a traditional classroom setting.

Scenario 2: Remote Teacher
The students are gathered in a classroom while the teacher is in a remote location. The teacher uses the Teacher App to connect to a feature phone held by a designated student (‘class monitor’) in the classroom.
This feature phone is connected to an external speaker, allowing all students to listen to the audio.
The class monitor mediates the conversation between the students and the remote teacher, facilitating a guided learning experience.

Scenario 3: Autonomous Student Mode
An individual student independently accesses and engages with the curated
experiences from their home or school residence.
There is no involvement of a teacher or an Android App, and the student directly interacts with the digital experiences through the IVR system.

Scenario 4: Fully Remote
The teacher and students are in different locations. The teacher uses the Teacher App to initiate a conference call, delivering educational experiences to students on feature phones for interactive learning.


Summer Pilot
To address the research questions and to evaluate SEEDS we conducted a mixed-method study over a structured 7-week summer program
Study Details
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Involved 29 CVIs from 5 schools in Karnataka, India.
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Program carried out by 5 teachers (3 sighted and 2 visually impaired) affiliated with Vision Empower Trust.
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Conducted semi-structured interviews with the five teachers following the program's conclusion.
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130 sessions spanning a duration of 97 hours

Findings
1. Collaborative Teaching Environment
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Teachers considered the summer program successful based on student engagement and enthusiasm.
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They faced challenges such as frequent call drops, background noise, and technical issues with the SEEDS app.
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Teachers adapted to remote teaching using calls and the SEEDS app, finding creative ways to manage and engage students.
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They shared insights on optimal classroom sizes, the use of feature phones, and the importance of preparation for future iterations of the program.

2. Student Engagement
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Eagerness in answering questions and engaging in discussions.
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Students proactively asked to share their input
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Informing the teacher when a peer had disconnected.
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Students requesting homework.
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The students also sought assistance from parents and neighbors to complete it.

3. Challenges
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Internet connectivity issue
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Students disconnecting mid-call
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Gauging student comprehension over call
Future Directions
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Include Braille into the platform
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Personalised IVR
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Audio based feature phone games
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Children generated content
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GenAI based content creation
Current status of the project
We have onboarded 2 schools in Tripura and 9 in Karnataka
We have tested SEEDS with 20 students and planning another study with 42 students and 13 facilitators this (April - May 2024) summer!
We have received positive response from the students and facilitators and our research paper on the same has been accepted to COMPASS 2024!
My Learnings
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Deepened my understanding of accessible design, focusing on the POUR principles and their implementation in design.
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Developed interpersonal skills by overcoming language barriers with CVIs and building a bond, becoming their 'Akka' (elder sister) in the process. :)
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Navigated the design-to-development process for the first time, learning the intricacies of transferring and communicating between design and development teams.




