UXDI | Case Study
What’s particularly upsetting, is that in many low income areas, many young adults don’t even have access to an internet or own a computer, which could dramatically limit the learning options.
After conducting a preliminary research, my team and I were able to establish that 96% of young adults in low income communities, ages 18-29 owned a smartphone. With these facts in our hands, we've established a clear vision on how we could help YMCALA to create a Minimum Viable Product that would engage and allow young adults to learn relative life skills at the comfort of their smartphones.
In order to find any potential areas or services that we may want to expand or include in our mobile app, we needed to analyze YMCA’s current area of development programs and conduct a comprehensive analysis of its current range of regular and young adult programs.
Conducting user interviews is probably one of the most exciting and interesting part of the UX process. You just never know what new information you may find. So after drafting our interview objectives and conducting screen surveys, we were able to locate and evaluate our interview participants. Our goal was to find active students and young adults in low income communities ranging between 18-29 years of age.
1. Individuals prefered online classes because of the flexibility and convenience.
2. Many of those who do not prefer online classes described the lack of classroom and teacher engagement as the main reason for their prefered choice.
3. Those who have taken online courses before, stated that they prefer live classes and learning through videos as it's easier for them to follow and stay more engaged.
It is difficult to visualize each of our interview participants' life stories as a whole. All of them are very unique and filled with lots of information. In order to capture similar patterns and characteristics, we needed to create a fictional character, who will function as our combined target audience.
Now that we had a clear understanding of Emma’s needs and frustrations, it was time for our team to find out what exactly the problem was and how should we solve it?
Before designing our interactive app, we needed to understand and visualize all of the steps that our users will take while using our app. By creating a user flow, we were able to predict all of the steps that the user would need in order to have a functional prototype.
So that's where the fun part begins! Our team started working on creating sketch after sketch of potential design solutions to our users problems.
With this method we were able to narrow down to few most important design components, such as an easy to use step-by-step onboarding process, being able to quickly resume your previous lesson, or reach out and ask the instructor for information.
This might seem intuitive, but it was a breakthrough to find so many simple mistakes with our Mid-Fidelity prototype. We've conducted 4 usability testings with unique participants. We've guided and observed our users to complete a few simple tasks while using our app. Luckily, we were able to record 4 important findings and update them before starting to work on our final prototype.
After numerous design iterations, we were finally able to put together a fully functioning prototype. Since there are some new features that we would like to include in the next version of our prototype, we will continue refining and improving the design and functionality in the next few weeks.