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New Platform Build

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As a children's education platform, ByteSize Learning offers virtual technology classes to kids in rural areas. As their business grows, they needed a way offer asynchronous learning options so they could reach new audiences without growing their internal team. In a 3 week sprint, I spearheaded this challenge to design a new platform from scratch

Role

UX Designer

Client

ByteSize Learning

Team

Jack Rasmussen

Ava Manning

Batsheva Tropper

Phillip Kang

Timeline

3 Weeks

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Business Need

The business needed a way to offer asynchronous classes to students. They asked me to design the new platform with login capabilities and one course from start to finish, with the option to add more courses as they grow 

What Did I Do?

I ran UX research to determine the best way to approach this new platform build. Then I moved into the design phase where I created a fully functional prototype ready for developer handoff 

Impact

Created a fully functional prototype ready entirely based on research and refined the platform through usability testing which informed additional design decisions that got task time down by up to 55 seconds

Overview

Allow students to take live classes (current model) & asynchronous classes to grow user base, expand number of classes available and increase revenue

Business Need

Users want to learn new technical skills in engaging ways that motivate them and retain their attention

User Need

Research

Conducted task analysis of 12 online learning platforms specifically looking at how they handled signups, login, and taking a class

Competitive Task Analysis
Task - Sign Up For a Class
Takeaways

25% of competitors had separate logins for kids, with YouTube Kids being the most simple login (2 steps)

On average, it took 7 steps to create an account across platforms 

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Conducted feature analysis of 7 online learning platforms specifically looking at if they offered both synchronous and asynchronous classes and how they handled payments

Competitive Feature Analysis
Findings
Takeaways

No competitors offered both asynchronous and synchronous teaching offerings, with 66% only offering asynchronous 

83% of competitors included courses on non-coding tech topics 

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User Interviews

Interviewed 4 parents and 4 children (ages 8-18) who had all previously used online learning platforms 

Question Samples
Takeaways

Parents and kids agreed that games were an important part of these platforms 

Safety, privacy, and limited access to the web were important factors for parents

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Affinity Map

Identified trends from user interviews using an affinity map to help us align on key features for the development of an MVP

Design

We've identified our problem: User needs to learn a new technical skill in an engaging way that maintains their attention and motivation.

And our how might we statement: How might we engage users’ attention and promote captivating learning?

Now, let's design: 

For the redesign, I focused on 3 main areas

1. Simple signup and login user flow

2. Scalable course page for future growth

3. Gamified elements to engage users 

Now What?

User Flows 

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Task: Signup for an account

Key

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Design Process

Designed multiple iterations of the login flow and conducted 2 rounds of usability testing resulting in a 24 second decrease in login time by the high fidelity prototype

Sketches

Low Fidelity Wireframe

High Fidelity Prototype

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Final Design 

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Impact

Time to complete Task 1 (create an account) decreased by 24 seconds between the first round of usability testing and this round

Time to complete Task 2 (finding and completing 1 lesson) decreased by 55 seconds between the first round of usability testing and the second

Overall, users said the app was intuitive and easy to use but said certain pages were too visually stimulating

© 2023 by Jack Rasmussen 

Created on Editor X.

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Task: Login and take a class

Key

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Design additional user flows for student errors including password reset & document upload errors for student projects

Create help videos explaining how to upload documents to include at project submission checkpoints

Research & test possibility of rebranding "coins" to "Bytes" for branding & teaching purposes (gigabytes, megabytes, etc.)

Next Steps

Designed multiple iterations of the main course page and the class flow and conducted 2 rounds of usability testing resulting in a 55 second decrease in completion time by the high fidelity prototype

Sketches

Mid Fidelity Wireframe

High Fidelity Prototype

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Sample Groups
Takeaways

"I find gamification of my learning materials engaging"

"I want to be able to track my child's progress online"

"I like to solidify my learning through practice"

"I like when the app provides direction in my learning journey"

"I like having safety features that I trust built in" 

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