Graduation project: collaborative learning app design

a cell phone on a table
a cell phone on a table
a cell phone on a table
Revolutionizing the educational ecosystem with a mobile app designed to enhance interactive learning and peer collaboration.

Role

UX/UI Designer

Industry

EdTech

Duration

4 months

Stage 1. User Research

Engaged with over 100 students and educators through online surveys, in-depth interviews, and virtual focus groups to gather comprehensive insights into their learning habits, preferences, and frustrations with current educational tools. This exhaustive research phase highlighted the need for more interactive and collaborative learning solutions, leading to the development of detailed user personas representing the app's target audience.

Stage 2. Ideation & Conceptualization

Led creative workshops involving stakeholders and fellow designers to brainstorm innovative features that address the identified needs. Mapped out several user journey scenarios to visualize how users would interact with the proposed features, fostering a collaborative environment and promoting engagement through gamified learning experiences.tead, algorithms and logic-based solutions ought only provide humans with better insight so as to empower us to arrive at better solutions, faster.

Stage 3. Design Execution

  • Wireframing: Developed over 60 wireframes for various app screens, meticulously planning each element of the user interface to ensure intuitive navigation and a seamless learning experience. These wireframes served as the foundation for the app's structure, focusing on facilitating easy access to educational content and interactive features.

  • Prototyping: Utilized advanced features in Figma to create interactive prototypes, enabling realistic user interactions. Conducted live prototype demonstrations to stakeholders, providing a tangible sense of the app's look and feel, as well as its functionality.

  • UI Design: Crafted a visually appealing and accessible user interface, selecting a color palette that promotes concentration and creativity, alongside typography that improves readability across various devices. Integrated feedback from stakeholders to refine the UI, ensuring that it not only looks appealing but also aligns with educational goals.

Stage 1. User Research

Engaged with over 100 students and educators through online surveys, in-depth interviews, and virtual focus groups to gather comprehensive insights into their learning habits, preferences, and frustrations with current educational tools. This exhaustive research phase highlighted the need for more interactive and collaborative learning solutions, leading to the development of detailed user personas representing the app's target audience.

Stage 2. Ideation & Conceptualization

Led creative workshops involving stakeholders and fellow designers to brainstorm innovative features that address the identified needs. Mapped out several user journey scenarios to visualize how users would interact with the proposed features, fostering a collaborative environment and promoting engagement through gamified learning experiences.tead, algorithms and logic-based solutions ought only provide humans with better insight so as to empower us to arrive at better solutions, faster.

Stage 3. Design Execution

  • Wireframing: Developed over 60 wireframes for various app screens, meticulously planning each element of the user interface to ensure intuitive navigation and a seamless learning experience. These wireframes served as the foundation for the app's structure, focusing on facilitating easy access to educational content and interactive features.

  • Prototyping: Utilized advanced features in Figma to create interactive prototypes, enabling realistic user interactions. Conducted live prototype demonstrations to stakeholders, providing a tangible sense of the app's look and feel, as well as its functionality.

  • UI Design: Crafted a visually appealing and accessible user interface, selecting a color palette that promotes concentration and creativity, alongside typography that improves readability across various devices. Integrated feedback from stakeholders to refine the UI, ensuring that it not only looks appealing but also aligns with educational goals.

Difficulty in Locating Nearby Bikes

Users struggle to locate bikes on a cluttered map, leading to prolonged search times and, at times, frustration that causes them to abandon the app.

Limited Control over Map View

The map lacks filtering options, making it difficult to view bikes within a specific range or display only parking and bonus stations.

Missing Info on Past Trips

Due to the lack of interactivity on maps for past trips, it's hard to locate a past trip's start and end locations. Information like distance travelled is also missing from the trip details.

Incorrect Parking Location

While ending the trip at a parking location, there's no way to ensure we're parking at a designated area. If it's recognized to be parked outside the parking zone, a fine is charged for incorrect parking.

Missing In-App Communication

The customer support feature has limited functionality inside the app. It only allows for registering an issue but doesn't show the existing issues raised by the customer. 


Missing In-App Communication

The customer support feature has limited functionality inside the app. It only allows for registering an issue but doesn't show the existing issues raised by the customer. 

Due to this, no in-app communication is possible for existing issues. The only form of communication is via call or email.

Solution

Below is a quick overview of the final solution highlighting the user challenges solved. A quick correlation between newly developed features and their impact on business KPIs.

Below is a quick overview of the final solution highlighting the user challenges solved. A quick correlation between newly developed features and their impact on business KPIs.

Clean Map

Below is a quick overview of the final solution highlighting the user challenges solved. A quick correlation between newly developed features and their impact on business KPIs.

When zooming out, the page still looks clean and untidy, as it shows only a limited number of bikes on the map.

Eva Elle

@evaelle

Thank you for building such an empowering tool, especially for designers! The site went from Figma to Framer in less than a week!

Guy Mccoy

@mccoy

Playing around with @framer while building a landing page for a side project. I’m terrible at animations, but they make it so easy!

Kayla Ray

@kayray

I’ve built pretty handy sites powered by Craft or WordPress in the past, but seeing @framer tackle CMS stuff so effortlessly is mind-boggling

Learnings

This redesign project was a huge learning experience for me, both creatively and personally. By the end, I felt accomplished and excited to take on more projects like this.

This redesign project was a huge learning experience for me, both creatively and personally. By the end, I felt accomplished and excited to take on more projects like this.

Embracing Design Constraints

Working within an existing design system was challenging but sparked more creativity. It pushed me to find intelligent, seamless UX solutions that fit into the application.

Strategic Thinking

I realized how important it is to consider the business impact in design early on. This clarifies the value of my work and will make it easier to get stakeholder support on such future proposals.

Prioritizing with the Impact/Effort Matrix

The Eisenhower matrix helped me focus on what matters—finding quick wins with minimal effort. It reminded me that not all changes have the same impact, so I must choose wisely.

Other projects

Sanapati Chandrika

Copyright 2024 by Sanapati Chandrika

Sanapati Chandrika

Copyright 2024 by Sanapati Chandrika

Sanapati Chandrika

Copyright 2024 by Sanapati Chandrika