New Platform Build

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

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

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

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

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

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

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"
