This project is under NDA so, confidential info has been obscured. You may get in touch for a quick walk-through of design process.
The quiz app referred to in this project has been the hero app of the organization as it has the highest engagement among students. It helps in facilitating self-paced learning, with inbuilt games for students to play. The business objective was to redesign the app and further improve its adoption among the school students so that those from less privileged families can get a chance to improve in their studies. The content available in the app has been curated by education practitioners and aligned with the national curriculum. In 2021, after launching the new app, the organization gave away 100,000+ free devices all preinstalled with this new app for students from low-income families.
The project was kickstarted during the pandemic time of 2020 and everyone has to work from home. While everyone were getting acquainted with the new normal, we were still struggling to bring the collaboration in physical space to online. All user research and usability tests were done remotely, and we could see the margin of error in our findings being lot higher hence, we decided to break the project into three phases after gathering our findings from our initial research.
My Roles & Responsibilities
1. Lead User Research & Analysis
2. Define Design Strategy
3. Create Task Flows
4. Rapid Prototyping
5. UI designing
6. Lead Usability Testing
7. Create Design System
The students' struggles to use the app due to the following reasons:
1. The most important flows had the most difficult interactions
2. Time to discover a content was high
3. The overall user journey lacked a student centric learning approach
4. App had various dead ends in the journey
5. App interface was not in the local language
6. App load time was high and in poor network areas it was difficult to use
This project was approached in two phases within a year time:
Phase 1: Redesign the entire app using Material Design Guidelines, weed out confusing interaction patterns and close 80% of the gaps discovered in the app.
Phase 2: Redesign the app with improvement in the self-paced learning journey, add more relevant content and introduce a reward system.