ROLE

User Research, Information Architect & Interaction Design

 

 

PROJECT

Mobile Learning App

 

 

TOOLS

Sketch, Invision, Balsamiq

 

 

OVERVIEW

 

It is an interactive mobile learning app which provides an engaging, personalized, and

 

effective experience that motivates users to learn and earn rewards.

 

THE CHALLENGE

"What could mLearning do...That other learning solutions could not?"

 

As a part of this project, we were given a challenge the essential steps and considerations for designing

 

effective learning content for delivery on smartphones. We had to addressed the design of mobile

 

content with an emphasis on optimum learning design and how to create great user experiences and

 

efficient navigation by utilizing text, graphics, video, and other media; and to convert existing learning

 

content to mobile learning.

 

 

 

DESIGN CHALLENGE EXPLORATION

Goals & Requirements

During the design challenge, my main areas of focus were:

 

 

- Why mLearning is a solution?

 

- What are the advantages of mLearning?

 

- What are the use cases?

 

- What does the target audience look like? Are they all mobile?

 

- What result do you want to see? What's the goal?

 

- How will you know you've achieved your goal?

 

- What type of mLearning? Performance support? Job aids?

 

- What devices do you expect your users to have?

 

- What infrastructure will you deliver your content?

 

- What technologies or tools do you need to get started?

 

- Do you have the resources to implement mLearning?

 

- Will you re-purpose excisting content?

 

- What tracking is needed? (LMS)?

 

KEY RESEARCH INSIGHT

Understanding The Content

While designing it for mobile, few key things kept in mind:

 

 

- Who is the audience?

 

- What is the audience profile (age range, common behavior patterns, excited or reluctant)?

 

- How do they use mobile devices?

 

- How does context affect design?

 

- How does size affect design?

 

- How does time affect design?

 

- How are they engaged (attention span, distraction, competition)?

THE SURVEY

Diving Deeper Into User Needs

 

As a part of this project, I constructed an affinity wall in order to identify the common and unique

 

patterns of a user and also the engagement of them with the mobile that I discovered from the

 

interviews. 

 

COMPETITIVE ANALYSIS

Identifying Opportunities

By conducting a through competitive analysis, I gain insights into the competitor's strategies and

 

develop a better understanding of the market. This helped me to make informed decisions about how

 

to position the product, service, target audience, and grow the business.

 

 

Learning from Opportunities

 

These apps offers fun and interactive activities for children aged 2 to 7 and help them learn reading,

 

math, and other important skills. Some provides creative and imaginative play experiences for children

 

aged 5 to 7 and under. Also, provides a comprehensive early learning curriculum for children aged

 

2-8, covering subjects like reading, math, science, and art.

 

THE SOLUTION

Advantage Of Capabilities

With crucial insight from our user survey and interviews, I began brainstorming design

 

solutions that could be incorporated from elearning into mlearning. The biggest advantage of

 

mlearning is that it's handy and can be reachable anytime and anywhere.

 

THE FINAL SOLUTION

Introducing "GAMIFICATION"

Hypothesis

 

Children find learning attractive the moment you gamify it. This will nudge kids to learn more. Plus, it

 

helps parents to let their kids play and learn together. Children love to play games, so developing

 

learning into games impact their lifestyle choices. Designing a language learning app with gamification

 

elements can lead to a range of positive outcomes, including:

 

- Improved engagement

 

- Increased retention

 

- Personalized learning

 

- Measurement of learning outcomes

 

- Increased user satisfaction

 

USER PERSONA

Identifying The User

THE DESIGN

Porting eLearning To mLearning

While porting eLearning to mLearning, the mobile content should be simple, clear, and only the

 

essential content can be displayed. Also, it requires careful consideration of the unique features and

 

limitations of mobile devices. Some of the steps are:

 

 

- Identifying the learning objectives

 

- Assess the mobile device capabilities

 

- Evaluate the learning content

 

- Priortize content

 

- Optimize content for mobile devices

 

- Incorporate interactivity

 

- Test and evaluate

 

DESIGN PROCESS

Bloom's Taxonomy

 

Before I started exploring the designs on paper and be able to consider more ideas before jumping to

high fidelity wire frames, we have to go through the following main areas of focus: 

 

- What Blooms level are we addressing?

- What screen sizes must we accommodate (Portrait or Landscape orientation)?

- What will a typical page / screen look like?

- Which media  - text, graphics, animation, video, audio...?

- Any navigation considerations to think about?

- Which device capabilities / sensors will be used?

- What connectivity is expected and will it affect design?

THE DESIGN PROTOTYPE

Sketching Interfaces

 I created initial sketch design describing each screen and how screens are connected while following

 

things to consider:

 

 

- What is the experience when you launch the app / page?

- What diagrams / images  will be used?

- How screens are linked?

- Any quizes, interactions, animations used?

- How each screen / page design look like?

- Where main menu / navigation design being used?

- Provide explanatory notes for each screen?

- How will you navigate through the content? 

 

 I sketched the possible interactions and screen layouts for mlearning. Brainstorming first helped me

 

scope out the application's motivation strategy, personal data visualization methods and simplify the

 

cross channel complexities.   

 

USER & TASK FLOWS

Visualizing It End To End

 

As the next step, my aim was to translate the business and user objectives into a flow that gave me

 

an overview of the user touch points and user's overall journey while using this application.  

 

Thus, I engaged in translating the functional requirements of the system from user's perspective into

 

task flows.

 

WIREFRAMING

Low-Fidelity Wireframes

While wireframing, I incorporated the game-like elements such as points, badges, and leaderboards to

 

make the learning process more engaging and motivating in the second iteration.

 

THE MOBILE APPLICATION

Combining Learning & Gamification

The mobile application give its users real-time fun. I attempted to make this experience fun and

 

engaging for the users by adopting the use of gamification. The users can learn and play at the

 

same time. 

 

 

THE CONCLUSION

Key Learnings & Takeaways

I received  user feedback on the project that validated my design response and

 

research.  While working on this project I learnt about how innovation can be made by

 

choosing an entrepreneurial pathway. I was able to imbibe customer discovery and validation

 

within my design process and came to understand its value. Lastly, I was also able to apply

 

design interaction, prototyping, and making as a form of thinking, theorizing and ideation. 

IMPACT AND OUTCOME

This application will allow parents and children to not just have an efficient way of learning

 

their course but also bring back the fun into their studies. As the future scope of this project,

 

schools can integrate this application into their course delivery model through use of

 

gamification, which will allow their students to learn and fun at all times. This will further

 

improve their efficiency, build a trusting relation with the course and hence generate more

 

education.

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2016 All Rights Reserved By Priyanka Sharma