LearnBox is a new age Online Learning Platform. It is a social, online education platform that will be used by colleges/universities to bring an online interactive experience to the concept of ‘physical classroom learning’ by creating an online workspace for the same. Its focus points is to build a teacher-student community on the web.
• It is difficult to trust the platform for the new users also to pay for a course. • Existing users will move to new site for their next course. • Online demonstrated video doesn’t reach the new users. • The most of users are not recommended to take next course. • Users feel that they are lonely not connected with peers /mentors
Methods : UserInterviews | Market reviews | Competetive Analysis
To identify the user behavioral patterns and psychographic profiles — i.e., their needs, pain points and motivations —Took some time to draft few open-ended and direct questions related to the topic and used them as a basis for in-person/telephonic conversations with few of the people I have known, to know their "pain & optimistic" points
People who wants to update their skills and want to learn new technologies with easy platform
• Understand the end to end steps of the customer with respect to the platform • Identifying customer touch points in the journey • Identifying pain points • What they expect from the end user
• Your favourite online apps relavent to learning? • What devices user used to access the applications and websites often? • Biggest challenge on finding the course? • Do you like having a online programmes • What is your exact requirement when comes to elearning platform? • How can we improve the elearning platforms? • How do you manage making the payment on online elearning with duration of course?
• Long-term engagement is especially needed for teachers for holding large numbner of students and the best way to make sure to create a simple and intuitive initial experience. • Making way for greater collaboration, cross-learning, creation of new knowledge and sharing is needed. • Implement homework and learning mechanisms for visual, social, solitary, aural, verbal and logical learning styles. • Privacy and security concerns of students and parents is to be strictly maintained and followed. • To find a best place that lies at the intersection of seriousness of curriculum and fun of gamification. • Imagining and creating dashboards for tutors’, parents’ and students’ that should follow a common design system, yet relevant to the mental models of these varied sets of user segments.
• Tutors have to schedule and manage lectures and maintain attendance • Tutors to create their own virtual coaching classes • Enable professors/administrators to create packages, register their classes onto the marketplace and manage their productivity • Students and parents has to browse the various packages available on the marketplace and book into one or more packages and have to enroll • Tutors has to upload study materials/resources into the platform, which would be accessible to students at anytime • Tutors and students has to communicate within the platform • Provide maximum provisions to students to view previous/existing lectures
To achieve our goal, we started analyzing different competitors and compiling all the results and records that helped us achieve different ideas and innovations within our product. The goal was to implement features with 'Low cost High impact' and extremely essential 'High cost High Impact'
After the competitive analysis, we sorted out a list of features in the form of a Feature Roadmap. We created an exhaustive list of possible features and performed a cost analysis. This activity helped tos find features with a low cost of implementation and high business and user impact. The goal was to implement features with 'Low cost High impact' and extremely essential 'High cost High Impact'. We set feature priorities with respect to both our business constraints, MVP objectives and user goals.
While elaborating on the types of users accounted for who would be using the platform, two predominant user groups had been identified during my research phase: “Professors/administrators” — People who are employed in a profession or at working age. “Students” — People who are at early age to learn and managing personal and professional lives in equal measure, taking care of a small/big family (i.e, with aged people, parents) Based on the exercises done above, persona for professional has been considered primary goal. So the persona served to inform the design decisions during the initial phase of design & research.
We had through lot of hours of brainstorming session and about 5-6 rounds of card-sorting type activities to come up with a satisfactory information architecture and user flows. Once we finalized the key features to implement in the platform to build the MVP, as we mapped the user flows by creating design decisions in the context and taking every case into special consideration. We had to take and design in order to create a perfect design a top-class user experience that help for promotional messages and nudges. Also the design that the users felt those as an integral part of their core experience.
The interface should have a clean and minimal look. The interaction between various elements in the interface should be seamless and quick to uptake. The platform should be easy to navigate with proper visual cues that make even a first time user feel at ease
We have adapted from existing research, user behaviours, reliable data sources and majority people mind guess. Did more iterations with proper scope and started in scratch make the study of product from ground.