As part of an internship at Tencent, my goal is to make the online course a more engaging experience for left-behind children in China. After the internship, I decided to redesign the course learning mode and wireframe individually, creating a workable prototype in my spare time.
October 2021 -
November 2021
Mentor-Jeff
(UIUX Designer)
Figma
Adobe Illustrator
Microsoft office
Procreate
Competitive analysis
Illustration
Information architecture
User flow
Focus group interview
For the project, I am working on Tencent's charity app that teaches children STEM courses ----Future Classroom. In the Future Classrooms app, children can learn STEM knowledge on laser cutting, coding, and VR through a series of videos.
When I joined the team, they had already discovered the problem for the first launch of the future classroom. There are three lows: low views, low user retention rate, and low daily active users (DAU). This is not a good sign.
My goal is to not only investigate the cause of such low views. but also create a mock-up that ensures pro-longing the user retentions and DAU.
Instead of learning through videos, the new design employed card-swiping methods to make courses easier to comprehend. It also allows students to go at their own pace.
The new design has a more organized course layout. It also includes a progress ring to help users remember the course progress.
The new design has a more organized course layout. It also includes a progress ring to help users remembers the course progress.
At the end of each course, students will be able to strengthen their learning by taking tests. This ensures students are actively learning and helps solidify their memories
The intended users for the Future Classroom are middle school students aged 12-16 years old, living in rural regions of China. According to previous research, a majority of these students are left-behind children, who can easily become addicted to video games and mobile games without proper outside control.
To understand what exactly causes the problem with low views, we have conducted a focus group interview on our target users. Based on their feedback, their expectation and intentions can be categorized into 3 categories: engaging, accomplishment, and learning. I introduced the rainbow sheet analysis method to the team and this helped my team better understand users’ needs.
While students express interest in the content, the teaching methods are traditional and boring to watch.
Deep down, they love games because accomplishments in games give them satisfaction and fulfillment in life.
No particular patterning was observed; They do not understand the relationship and logic between individual lessons.
Many of the students highlight "fun" and "game". Hence, I suggested changing the app page into a gaming educational platform. Specifically, a card learning education platform.
One of the best way to study efficiently while having fun is through flashcards. Hence, I have analyzed the existing flashcard products to learn their pros and improve their cons.
Based on the evaluation of the previous website, I need to improve the course-finding section. In addition, a card learning section is also added as a new feature. Here is the information architecture that I created for the section:
To further define users’ actions, we created user flows for different features to gain a better understanding of how users will use it.
As soon as I have determined the features, I have quickly drafted a wireframes with call outs. In such a way, I was able to show my users what the design looks like in hands.
To ensure quick iteration, I have tested wireframe 1.0 on two users. As a designer, this is a good opportunity for me to share my design with the community and talk to them in person. From the testing results, the users were all craving for a more friendly interface.
I have decided to adjust the colors and fonts to make the design less intimidating for our users. I have applied the basic main colors from the original app, but I have increased the saturation to make colors more vibrant.
In addition to the adjusted colors, I have also created illustrations to embedded in-between the text to inject a personality voice.
In this stage, I asked three users to test the usability and learn more about their frustrations in this round of testing. I set up 15-minute sessions with them, asking them to try the prototype and give me constructive feedback. Here are some features I have adjusted according to their feedback:
Sometimes customer's honest feedback hurts. However, learning to dig deep into their true thoughts is the responsibility of UX designers.
Feedback from the focus group interview revealed that users did not find it attractive. After carefully listening to user needs, we pivoted our strategy to better align with their preferences.