Project Overview
The learning platform development project aims to create a robust online platform for educational purposes. Over three months, the team will conceptualize, design, and develop a comprehensive learning solution that caters to diverse educational needs.
The Product/Service
The learning platform will provide an intuitive interface for students and educators to access course materials, engage in interactive learning activities, and track progress. It will offer a wide range of subjects and courses, catering to learners of all ages and backgrounds.
Identify the Core Problem
Existing educational platforms often lack user engagement and fail to provide personalized learning experiences. Users struggle to navigate through complex interfaces and find relevant resources. Educators face challenges in delivering interactive and engaging content to students.
The Goal
The goal of this case study is to address the shortcomings of current learning platforms and design a solution that enhances user engagement, fosters interactive learning experiences, and promotes knowledge retention.
Our Role
As the UX Designer, my role in this project involves conducting user research, creating wireframes and prototypes, and collaborating with the development team to ensure a seamless user experience.
Responsibility
My responsibility is to understand user needs, conduct thorough research to identify pain points and design intuitive interfaces that optimize the learning experience for both students and educators.
Project Duration
The estimated completion time for the learning platform development project is three months.
Research -> Design -> Development -> Testing -> Implementation
Understanding of the User
User Research
User research will include surveys, interviews, and usability testing to gather insights into user preferences, behaviors, and pain points.
Summary
Users seek an intuitive and engaging learning platform that offers personalized experiences and fosters knowledge retention.
Pain Points
- Difficulty in finding relevant course materials
- Lack of interactive learning activities
- Ineffective progress-tracking features
Personas
Name: Sarah
Gender: Female
Age: 20+
Bio
Sarah is a 20-year-old college student pursuing a degree in computer science at a local university. She is passionate about learning and is always eager to expand her knowledge beyond the traditional classroom setting.
Name: Lisa
Gender: Female
Age: 30+
Gender: Female
Age: 30+
Bio
Lisa is a 28-year-old marketing manager working for a mid-sized company. She is highly ambitious and driven, always seeking opportunities to enhance her skills and advance her career.
Problem Statements and User Journey
User Journey Map
User Flow
Impact & Learnings
Post-implementation, the learning platform witnessed increased user engagement, improved knowledge retention, and positive feedback from both students and educators. Insights gained from this project include the importance of personalized learning experiences and the effectiveness of interactive learning activities in driving engagement and knowledge acquisition.
Screens
Hi-Fi Designs
Main Screen
Allows you to explore courses and view the info. of the course
Introduction Screen
Gives you the introduction of the Learning platform app