What is Education.com?
Education.com is an immersive learning environment that empowers teachers and parents to develop a child’s potential. The Guided Lessons app provides pre-sequenced games for Pre-K to 5th grade students.
Redesigning Education.com's Guided Lesson App
Improve retention by improving the kid frame app experience.
As Research & UX Lead, I defined, prioritized, and executed the research strategy. I also prototyped and validated the design.
This is my typical process for end-to-end projects. I start by understanding the problem and diverging. I converged to a specific problem to define it. Then I diverge again to find many potential solutions for my defined problem. Finally I converge again to zoom into one solution. From there I test my solution and iterate multiple times to make sure I found the best solution to the problem.
Image: My design process
What was the original experience?
From customer support, we discovered that the kid frame experience needs improvement. We were not sure exactly what area of the app needed improvement.
Image: Original Experience
Because of the apps complexity, I first familiarized myself by mapping out the system into a task flow. Once I understood the flow I was able to hypothesize specific pain points.
Image: Task flow
In order to test my assumptions and identify other pain points, I designed a usability task. I analyzed the data through affinity mapping.
Image: Synthesizing results of usability test through affinity mapping
Persona & job story
To ensure the entire team understood who were designing for, I documented our persona using the Jobs To Be Done Framework. I also mapped out the user journey to visualize the users current experience.
Image: Persona and user journey map
After synthesizing and documenting our research I was able to pin point our area of focus because kids don't know:
Where to start
What they are working on
That they are making progress
Explore, validate, iterate
To promote collaboration I led Education.com's first design workshop!
Image: Education.com's first design workshop
Next I rapidly created a clickable prototype to test our ideas with our target audience, pre-kindergarten to 5th grade kids. My main rationale was to make other games less accessible upon starting the app to discourage skipping around. The screen exposing the other games is only available upon clicking pause.
Image: Major screens of clickable prototype
User testing with kids
I tested my assumptions using a usability test similar to the original usability task, to compare data.
Image: Synthesis of usability test using a rainbow chart
The high-fidelity portion of this project was passed on to another UI designer in order for me to strategize for the next project in the UX pipeline.
1. Design is more kid friendly
2. Auto-start so user can follow an easy-to-follow path
3. Screen is less cluttered to deter users from skipping around. Roly (the cat) appears if no immediate action is taken, suggesting the user is stuck. If the student clicks Roly, the hint fills the screen.
4. If a user wants to navigate to another game, he or she must click pause. From this menu, the user can easily navigate anywhere in the app.
5. I added the "Start lesson here" so when students re-navigate to the map, they have a better cue of where to start.
Image: Major screens of hi-fidelity design
This project was de-prioritized for a while. While waiting for development I continued to conduct user texting with kids on new games, new artwork, & worked on the revised flow of new game maps!
1. User testing with kids is very different from user testing with adults. Because the data you collect can vary so drastically from kid to kid, ensure that you have double the amount of users, and have them spread across the age-range you are testing for. Next time, I may further decrease the scope to a more specific age range since kids who can read have a very different experience than kids who can't.
2. Design workshops are a great way to get engineers & other stakeholders involved. There are a few things I learned to guarantee a smooth session. First, make sure its a small, yet diverse group. Second, make sure you have a time to time box things to maximize efficiency.
3. This was my very first project at Education, week 2 of being at the company and a lot about this design process has changed since then. Remember that there are many ways to do these design sprints, design critiques, and the entire design process. We must remember to not just iterate on the designs, but on the process too! We should never stop learning and we should constantly be finding ways to improving how we work together.