ETEC 511 – Making a “Usable” Learning Tool
Tiny Breathers
Group project for the assignment of Making a “Usable” Learning Tool.
Project Proposal:
Group Members: Zoe Armstrong, Victoria Teran, Fiona Mao, and Anh Lam
Background
Teaching is a high-stress profession, with increasing burnout rates among educators. Teacher burnout is a “psychological syndrome teachers experience in response to chronic job stress, including emotional exhaustion, depersonalization, and reduced personal accomplishment” (Xie et al., 2022). Recent data shows that nearly half of K-12 teachers in the United States experience burnout (Bouchrika, 2025). Technology has contributed to this stress, with constant connectivity, and increasing demands from parents, students, and administrators.
Teachers often struggle in isolation, with limited opportunities for reflection, leading to frustration and emotional depletion (Chang, 2009). Despite a growing focus on student mental health in educational technologies, practical solutions for teacher well-being remain scarce (Schimalla, 2023).
To address this, our group of educators and psychologists proposes Tiny Breathers, a micro-learning platform designed to provide educators with bite-sized mental health strategies, self-check-ins, and resources on topics such as classroom inclusivity and emotional resilience. Usability is central to its success, ensuring the tool is accessible, easy to navigate, and seamlessly integrated into educators’ daily routines. Research highlights usability as a key factor in mental health apps, influencing engagement, continuity, and positive impact (Alqahtani & Orji, 2019).
Building on Woolgar’s (1990) concept of user configuration, Tiny Breathers is tailored to teacher workflows, requiring low-effort engagement while maximizing support. Grounded in Nielsen’s Usability Heuristics (1994), simplicity, efficiency, and accessibility, it offers a practical, evidence-based solution to enhance teacher well-being, retention, and overall effectiveness.
We are planning to prototype Tiny Breathers using either Figma or Articulate Storyline to build out the common screens and 2 to 3 of the possible support pages based on the user’s response to our three-question self-assessment check. This will showcase the anticipated UX/UI from the user’s perspective. This project is a collaborative effort, with each team member contributing to key aspects of design, usability, and content development. Anh will lead the templating of pages, graphic design, and Figma development, ensuring an intuitive and visually appealing interface. Fiona will focus on user journey mapping, feedback and survey design, and support page content, optimizing engagement and responsiveness. Victoria will work on templating, user journey design, and support content, aligning the platform with real educator needs. Zoe will bring real-world expertise in education and facilitation, contributing to support content, and ensuring the platform is grounded in authentic classroom experiences. Together, the team will integrate usability principles to create a practical, engaging, and educator-centered tool.
Target Audience
The target audience for Tiny Breathers is adult educators. From preschool to college, demands on educators have only been increasing, especially since the COVID-19 Pandemic. As educators, we have seen first-hand the increase in burnout and mental health struggles amongst our peers. Williams (2024) writes how educators “are experiencing high levels of stress, anxiety and work-related trauma in the classroom.” Educators act as models for their students. If they are not prioritizing their mental health, who are the students to look to for guidance with their own? Few careers have more influence over young people’s futures than those of educators.
When educators have the ability to regulate their emotions and maintain a more positive outlook on life, their students’ well-being is positively affected (Braun et al., 2020). Not only that but, “When teachers feel supported and equipped to handle the challenges of their profession, they’re more likely to stick around,” (Neurolaunch, 2024). After researching thoroughly, we have found that currently, there exist very few, if any, resources designed specifically for educators to support their own mental wellness. For these reasons, we have chosen to design our project to support adult educators in upskilling their mental health through bite-size wellness activities.
Usability Assessment and User Configuration
To assess the usability of our prototype designed in Figma, our team will complete the initial user testing focussed on the logic, performance, ease of use, and functionality. We will incorporate the usability criteria and specifications from Issa and Isaias (2015) as best as we can for this prototype. Users will also have an opportunity to provide feedback on our app for review and further improvements to meet our usability goals. Hypothetically, if this were to venture further, the usability assessment would be more in-depth, with participants within our target audience and consisting of mixed methods to collect both quantitative and qualitative data.
Typically people look for support when they are experiencing challenges and seek quick, flexible, bite-sized support. Our goal is for educators to open our Tiny Breathers app at these moments of need. The first configuration is users who primarily use apps on a mobile device. Another round of configuration is the daily self-assessment of their mental and emotional situation at the start of the app, specifically the negative situations. We configure the user once again with our curated set of resources, and activities based on their selection: time available, emotional state, and interpersonal challenge.
Educational Usability
Aside from mental health and wellness support for educators, Tiny Breathers also offers direct and tertiary learning opportunities. Educators can learn from – and share – the materials and resources curated by our team and presented on support pages based on the self-assessment questions about their availability, emotion, and situation. The materials and resources provided not only contribute to their personal journey in mental health and wellness, which foster a deeper understanding and self-awareness, but also serve as valuable artifacts they can bring into their classrooms. By doing so, educators can promote emotional resilience in their students, helping to create a supportive environment where emotional well-being and mental wellness is nurtured. These resources can empower educators to model healthy coping strategies and offer tangible tools that encourage students to develop their own emotional resilience.
Key Features
Tiny Breathers will provide users with the opportunity to complete daily mental health checks and activities that fits into their busy schedule. The goal is to provide users with bite-sized support that meets their immediate needs while also providing resources for their personal learning journey and mental wellness. Examples of bite-sized activities include but are not limited to exercises for breathing, mindfulness, and meditation; guided journal prompts; affirmations; a passage from a book; and focus and movement activities. It will also offer progress tracking and activities which will vary based on responses from the self-assessment upon starting the app, offering flexible options and modalities to accommodate learning preferences. In addition, there will be a community space where users can connect with each other for more interactive emotional and mental support and learning opportunities.
References
Alqahtani, Felwah & Orji, Rita. (2019). Usability Issues in Mental Health Applications. 343-348. DOI: 10.1145/3314183.3323676 https://www.researchgate.net/publication/333740636_Usability_Issues_in_Mental_Health_Applications
Braun, S., Schonert-Reichl, K., & Roeser, R. (2020). Effects of teachers’ emotion regulation, burnout, and life satisfaction on student well-being. Journal of Applied Developmental Psychology, 69. https://doi.org/10.1016/j.appdev.2020.101151
Chang, ML. An Appraisal Perspective of Teacher Burnout: Examining the Emotional Work of Teachers. Educ Psychol Rev 21, 193–218 (2009). https://doi.org/10.1007/s10648-009-9106-y
Issa, T., & Isaias, P. (2015). Usability and human computer interaction (HCI). In Sustainable Design (pp. 19-35). Springer.
Maslach C.(2003) Job burnout: New directions in research and intervention. Curr. Dir. Psychol. Sci.;12:189–192. doi: 10.1111/1467-8721.01258
NeuroLaunch. (2024, October 1). Therapy for teachers: essential mental health support in education. NeuroLaunch. Retrieved February 7, 2025, from https://neurolaunch.com/therapy-for-teachers/
Nielsen, J. (1994, April 24). 10 Usability Heuristics for User Interface Design. Nielsen Norman Group. Retrieved February 11, 2025, from https://www.nngroup.com/articles/ten-usability-heuristics/
Schimalla, A. (2023, September 15). Mental Health in K–12 Schools: How Tech Can Help. EdTech Technology Solutions That Drive Business. Retrieved February 11, 2025, from https://edtechmagazine.com/k12/article/2023/09/mental-health-k-12-schools-how-tech-can-help-perfcon
Summer S. Braun, Kimberly A. Schonert-Reichl, Robert W. Roeser. (2020) Effects of teachers’ emotion regulation, burnout, and life satisfaction on student well-being. Journal of Applied Developmental Psychology. Volume 69. 101151. ISSN 0193-3973, https://doi.org/10.1016/j.appdev.2020.101151
Williams, L. (2024, January 23). Why teachers need, deserve mental health support. University of North Dakota. Retrieved February 7, 2025 from https://blogs.und.edu/und-today/2024/01/und-in-the-conversation-why-teachers-need-deserve-mental-health-support/
Woolgar, S. (1990). Configuring the user: The case of usability trials. The Sociological Review, 38(1, Suppl.), S58-S99.
Xie, M., Huang, S., Ke, L., Wang, X., & Wang, Y. (2022). The Development of Teacher Burnout and the Effects of Resource Factors: A Latent Transition Perspective. International journal of environmental research and public health, 19(5), 2725. https://doi.org/10.3390/ijerph19052725
Learning Tool:
Tiny Breathers – an app designed to support the mental wellness of educators.
Project Demo & Presentation
Retrospective
Tiny Breathers came from a place of burnout. Our team realized that there are very few resources designed specifically for the mental wellness of educators. Because of this, we wanted to create a user-friendly app that utilized bite-sized mental wellness techniques.
Our primary design focus was accessibility. It was of utmost importance that we created something that actually made sense for educators. As a middle school teacher, a large part of my role in this project was providing advice on whether educators would be on board with specific features. Giving the user options, through the three-question survey, allowed the app to tailor the content to their needs. Knowing educators are always short on time, the two, five, and 10-minute options were decided upon. The selection of content topics was also something I played a role in. Knowing the stressors of educators, I was able to help steer our group in the direction of the areas where support might be needed. Educators were our target users for this project, so we were able to assess the usability by gaining feedback from the educators in our group. This assessment was conducted using the “Usability Criteria” from Issa & Isaias (2015, p. 33). Lastly, having taken my Yoga Teacher Training and Social-Emotional Learning Facilitator training, I used this knowledge to assist with the content creation for this project.
Our team worked really well together, often meeting once a week to share our progress. We played to one another’s strengths, allowing the skills we each already possessed to guide our work in this project. One of our biggest challenges was narrowing down the content that we provided to users. It was challenging to not only stick to the time limit but also to provide content that felt purposeful. Woolgar (1990) discusses “boundaries” as part of how we configure users, and these boundaries we set out also helped to configure our app (p. 89). We know that educators can be harsh critics, thus, we prioritized ensuring they were provided with something that would meet their needs. In the future, surveying additional educators about the type of content delivered by the app would be beneficial. Utilizing an Artificial Intelligence (AI) to design additional content for the app would also be something to consider. “Artificial intelligence is now a player in the shaping of knowledge, communication, and power” (Crawford, 2021, p. 18). A cost analysis would need to be conducted, however, it could allow for an application like this to scale up.
Though time did not permit for this project, it would have been great for our team to be challenged in exploring a different aspect of the app creation. In the future, I would like to gain experience with designing in Articulate Storyline. As much as I was able to harvest my skills in content creation and my experience as a classroom teacher, I learnt several new skills. Being in constant communication with my group mates taught me how powerful it can be to have a team that works together. Designing bite-sized content taught me to be deliberate and intentional with my words when filming the videos. Understanding the systemic problem of teacher burn-out taught me to be even more critical of the items we add to our plates as teachers. The most rewarding part of this project was watching it go from a simple idea to a prototype that I could see my colleagues implementing into their practice one day.
References
Crawford, K. (2021). Atlas of AI. Yale University Press. (Introduction: pp. 1-21)
Issa, T., & Isaias, P. (2015) Usability and human computer interaction (HCI). In Sustainable Design (pp. 19-35). Springer.
Woolgar, S. (1990). Configuring the user: The case of usability trials. The Sociological Review, 38(1, Suppl.), S58-S99.