EduNow

EduNow

EduNow

E-Learning Application

E-Learning Application

E-Learning Application

Project

UX Case Study

Services

Visual Design

UI & UX Design

Industries

E-Learning

Date

January 2023

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Overview

Overview

Overview

EduNow is an e-learning mobile application that provides courses from different fields for self-study students or full-time employees who want to sharpen their skills for their jobs.

It has a modern, clean and very detailed UI design web app. You can easily customize the screens, allowing for great flexibility and ease-of-use when it comes to putting the finishing touch on your project.

EduNow is an e-learning mobile application that provides courses from different fields for self-study students or full-time employees who want to sharpen their skills for their jobs.

It has a modern, clean and very detailed UI design web app. You can easily customize the screens, allowing for great flexibility and ease-of-use when it comes to putting the finishing touch on your project.

EduNow is an e-learning mobile application that provides courses from different fields for self-study students or full-time employees who want to sharpen their skills for their jobs.

It has a modern, clean and very detailed UI design web app. You can easily customize the screens, allowing for great flexibility and ease-of-use when it comes to putting the finishing touch on your project.

Cover

Timeline

Timeline

Timeline

Project Timeline

Problem

Problem

Problem

First, let’s observe what makes educational mobile apps so useful and good to many people. Smartphone penetration continues to rise. There are 3.5 billion smartphone users in the world, more and more every year. What’s more interesting, studies show that on average, Americans check their phones 52 times per day which looks like a pretty heavy usage if not an addiction.

Unfortunately, not every online learner is going to be 100% committed to the e-learning experience. They may be distracted, busy, or simply unmotivated. We live in an age where attention is at a premium and learners have access to more information than they can consume. All of these hurdles prevent them from actively engaging with online learning programs.

To counteract this, we must provide them with interactive and immersive e-learning courses that reflect their interests and align with their goals. They have to see the value in the e-learning course if you want them to actively participate.

Courses are hard to find that varies to beginner to expert level learning and also not easy to find all courses in one place.

People started for fun, challenge or personal growth, but the objective is clear: Learning or improving a skill.

First, let’s observe what makes educational mobile apps so useful and good to many people. Smartphone penetration continues to rise. There are 3.5 billion smartphone users in the world, more and more every year. What’s more interesting, studies show that on average, Americans check their phones 52 times per day which looks like a pretty heavy usage if not an addiction.

Unfortunately, not every online learner is going to be 100% committed to the e-learning experience. They may be distracted, busy, or simply unmotivated. We live in an age where attention is at a premium and learners have access to more information than they can consume. All of these hurdles prevent them from actively engaging with online learning programs.

To counteract this, we must provide them with interactive and immersive e-learning courses that reflect their interests and align with their goals. They have to see the value in the e-learning course if you want them to actively participate.

Courses are hard to find that varies to beginner to expert level learning and also not easy to find all courses in one place.

People started for fun, challenge or personal growth, but the objective is clear: Learning or improving a skill.

First, let’s observe what makes educational mobile apps so useful and good to many people. Smartphone penetration continues to rise. There are 3.5 billion smartphone users in the world, more and more every year. What’s more interesting, studies show that on average, Americans check their phones 52 times per day which looks like a pretty heavy usage if not an addiction.

Unfortunately, not every online learner is going to be 100% committed to the e-learning experience. They may be distracted, busy, or simply unmotivated. We live in an age where attention is at a premium and learners have access to more information than they can consume. All of these hurdles prevent them from actively engaging with online learning programs.

To counteract this, we must provide them with interactive and immersive e-learning courses that reflect their interests and align with their goals. They have to see the value in the e-learning course if you want them to actively participate.

Courses are hard to find that varies to beginner to expert level learning and also not easy to find all courses in one place.

People started for fun, challenge or personal growth, but the objective is clear: Learning or improving a skill.

Solution

Solution

Solution

The message above may have sounded disturbing but still, not all app improvements should be motivated by these or other irritating factors. They can simply be added with the intention to introduce new and helpful features to users, so in addition to solutions to the listed problems, I will share ideas and design process for overall improvement of my e-learning app.


The goal is to design a mobile application that any learner can access and use our platform, and enjoy learning through attracting and appealing UI and good user experience.

The message above may have sounded disturbing but still, not all app improvements should be motivated by these or other irritating factors. They can simply be added with the intention to introduce new and helpful features to users, so in addition to solutions to the listed problems, I will share ideas and design process for overall improvement of my e-learning app.


The goal is to design a mobile application that any learner can access and use our platform, and enjoy learning through attracting and appealing UI and good user experience.

The message above may have sounded disturbing but still, not all app improvements should be motivated by these or other irritating factors. They can simply be added with the intention to introduce new and helpful features to users, so in addition to solutions to the listed problems, I will share ideas and design process for overall improvement of my e-learning app.


The goal is to design a mobile application that any learner can access and use our platform, and enjoy learning through attracting and appealing UI and good user experience.

Design Process

Qualitative Research

Design Process

Design Process

Empathize

Empathize

Empathize

User Research

User Research

User Research

The goal of this phase for me, was to learn about the E-Learning industry and to understand the user on a deeper level, I needed to understand broadly comprising four components: content, management system, delivery/distribution system and the consumer/customer.


As a way to validate my assumption, I conducted a small and rapid user researched survey. I also provide some means for suggestion of the desirable mobile version feature.


The research was conducted to gather vital insights into people who are using other e-learning applications. With the help of Google forms, I conducted a user survey about their experiences with those applications.


Learning new skills online has been an activity that has rapidly increased during this global pandemic. People started for fun, challenge or personal growth, but the objective is clear: Learning or improving a skill.

The goal of this phase for me, was to learn about the E-Learning industry and to understand the user on a deeper level, I needed to understand broadly comprising four components: content, management system, delivery/distribution system and the consumer/customer.


As a way to validate my assumption, I conducted a small and rapid user researched survey. I also provide some means for suggestion of the desirable mobile version feature.


The research was conducted to gather vital insights into people who are using other e-learning applications. With the help of Google forms, I conducted a user survey about their experiences with those applications.


Learning new skills online has been an activity that has rapidly increased during this global pandemic. People started for fun, challenge or personal growth, but the objective is clear: Learning or improving a skill.

The goal of this phase for me, was to learn about the E-Learning industry and to understand the user on a deeper level, I needed to understand broadly comprising four components: content, management system, delivery/distribution system and the consumer/customer.


As a way to validate my assumption, I conducted a small and rapid user researched survey. I also provide some means for suggestion of the desirable mobile version feature.


The research was conducted to gather vital insights into people who are using other e-learning applications. With the help of Google forms, I conducted a user survey about their experiences with those applications.


Learning new skills online has been an activity that has rapidly increased during this global pandemic. People started for fun, challenge or personal growth, but the objective is clear: Learning or improving a skill.

Qualitative Research

Design Process

Qualitative Research

Qualitative Research

Define

Define

Define

User Persona

User Persona

User Persona

I collected the relevant information from my user to create the user personas. I took into account the needs, the frustrations, the personality and the main activities.

I collected the relevant information from my user to create the user personas. I took into account the needs, the frustrations, the personality and the main activities.

I collected the relevant information from my user to create the user personas. I took into account the needs, the frustrations, the personality and the main activities.

User Persona

Empathy Map

Empathy Map

Empathy Map

Visualizing user attitudes and behaviors in an empathy map helps me to align on a deep understanding of end users. The mapping process also reveals any holes in existing user data

Visualizing user attitudes and behaviors in an empathy map helps me to align on a deep understanding of end users. The mapping process also reveals any holes in existing user data

Visualizing user attitudes and behaviors in an empathy map helps me to align on a deep understanding of end users. The mapping process also reveals any holes in existing user data

Empathy Map

Ideate

Ideate

Ideate

After the brainstorming session, some ideas emerged:

  • Encouraging experience with daily life examples.

  • Allow users to recognize the examples applied in the game.

  • Include local examples.

  • Diversify the macro theme.

  • Small actions lead to big results.

Although the answers directly correlate, the concept “Encouraging experience with daily life examples” was my clearest. According to selection and analysis criteria, I started developing this e-learning from the analysis of the audiovisual material, verifying the steps involved in constructing the content, the type of visual communication, the technology used and the way of approaching the theme.

After the brainstorming session, some ideas emerged:

  • Encouraging experience with daily life examples.

  • Allow users to recognize the examples applied in the game.

  • Include local examples.

  • Diversify the macro theme.

  • Small actions lead to big results.

Although the answers directly correlate, the concept “Encouraging experience with daily life examples” was my clearest. According to selection and analysis criteria, I started developing this e-learning from the analysis of the audiovisual material, verifying the steps involved in constructing the content, the type of visual communication, the technology used and the way of approaching the theme.

After the brainstorming session, some ideas emerged:

  • Encouraging experience with daily life examples.

  • Allow users to recognize the examples applied in the game.

  • Include local examples.

  • Diversify the macro theme.

  • Small actions lead to big results.

Although the answers directly correlate, the concept “Encouraging experience with daily life examples” was my clearest. According to selection and analysis criteria, I started developing this e-learning from the analysis of the audiovisual material, verifying the steps involved in constructing the content, the type of visual communication, the technology used and the way of approaching the theme.

User Flow

User Flow

User Flow

The user flow takes them from their entry point through a set of steps towards a successful outcome and final action, such as purchasing a course.

The user flow takes them from their entry point through a set of steps towards a successful outcome and final action, such as purchasing a course.

The user flow takes them from their entry point through a set of steps towards a successful outcome and final action, such as purchasing a course.

User Flow

Prototype

Prototype

Prototype

Digital Wireframe

Digital Wireframe

Digital Wireframe

Digital Wireframe

Usability Testing

Usability Testing

Usability Testing

Usability Testing

Digital Mockup

Digital Mockup

Digital Mockup

User-friendly interface: It goes without saying that your interface should be user-friendly. Students are lazy dudes, They don’t want to waste time to figure out how to do things and where is what. They should be able to search through courses, find assignments and check their own progress with a few clicks.

User-friendly interface: It goes without saying that your interface should be user-friendly. Students are lazy dudes, They don’t want to waste time to figure out how to do things and where is what. They should be able to search through courses, find assignments and check their own progress with a few clicks.

User-friendly interface: It goes without saying that your interface should be user-friendly. Students are lazy dudes, They don’t want to waste time to figure out how to do things and where is what. They should be able to search through courses, find assignments and check their own progress with a few clicks.

Digital Mockup

Design

Design

Design

Typography

Typography

Typography

Typography

Colors & Icons

Colors & Icons

Colors & Icons

Colors & Icons

Visual Design

Visual Design

Visual Design

Visual Design

This is an iterative design project since the problem statement is constantly changing. For this reason, I recognize the importance of gradually thinking about new processes that will add and facilitate the usability of this app through new usability tests, evaluating to extend the reach of the project to a more diverse audience, and considering complementary analysis.

This is an iterative design project since the problem statement is constantly changing. For this reason, I recognize the importance of gradually thinking about new processes that will add and facilitate the usability of this app through new usability tests, evaluating to extend the reach of the project to a more diverse audience, and considering complementary analysis.

This is an iterative design project since the problem statement is constantly changing. For this reason, I recognize the importance of gradually thinking about new processes that will add and facilitate the usability of this app through new usability tests, evaluating to extend the reach of the project to a more diverse audience, and considering complementary analysis.