App First Product and Desktop
Habit
The goal of this (Habit platform) UX project was to design a user-friendly learning platform that caters to different types of learners and teachers in the form of app and website. The platform provides an intuitive interface that allows users to find, access, and interact with educational content easily. The learning platform also has social and gamification features that promote engagement and learning.
My Role:
Responsible for research, conceptualisation, UI/UX design, user testing and delivery of key modules and feature areas.
Team:
4 designers, 2 product managers and 10+ engineers.
Timeline:
Jun 2019 - Feb 2020

Target Audience:
The target audience for this learning platform includes students, professionals, and lifelong learners who are looking to learn new skills, advance their careers, or pursue personal interests. The platform should be designed to cater to users of different ages, backgrounds, and skill levels. This also includes a different target audience for the teachers, professionals providing the service.
Key Features
PERSONALISED LEARNING
Specific journey for different users
GAMIFICATION
User Interaction and learning journey
CONTENT VERIFICATION
Course verification and accessibility checking
Design Process:
The design process for this learning platform follows the user-centered design approach. This involved conducting user research, creating user personas, defining user needs and requirements, and developing wireframes and prototypes. We conduct usability testing and incorporate feedback to refine the design and improve the user experience.
Deliverables:
The deliverables for this UX project included user research findings, user personas, user needs and requirements, wireframes, prototypes, and a final design. The design is accompanied by a design rationale that explains the design decisions and how they align with user needs and requirements.

Journey ideation and brainstorming

Research:
The UX research for the Habbit included interviews, surveys, Q&A and Google Analytics data. The goal of the research was to understand user needs and preferences, identify pain points, and gather insights that would inform the design of the platform.
Overall, the UX research revealed that users value a learning platform that provides a personalized, engaging, and social learning experience. The insights from the research were used to inform the design of the platform, which included a user-friendly interface, personalized learning experiences, social features, and gamification elements. The platform was also designed to be mobile accessible, with a focus on interactive and visually engaging content

Design:
The UX user flow analysis for the learning platform involved analyzing the user journey from the point of accessing the platform to completing a learning task. The goal of the analysis was to identify potential pain points and opportunities to improve the user experience.
Wireframes: Wireframes were developed based on the user research insights and were used to visualize the structure and layout of the platform. The wireframes were designed to be simple and intuitive, with a focus on ease of navigation and accessibility. The wireframes were used to gather feedback from users and refine the design before moving on to prototyping.

Prototyping:
Prototyping involved creating interactive versions of the wireframes to test the functionality and usability of the platform. The prototypes were used to simulate the user experience and identify any usability issues. The prototypes were tested with a group of users to gather feedback and insights.
Usability Testing:Usability testing involved testing the prototypes with a group of users to identify any usability issues and gather feedback on the user experience. The testing revealed that users struggled with some of the navigation and search functions, and that the platform needed to provide more personalized recommendations and progress tracking.

User Flow Analysis:The user flow analysis revealed that the user journey on the platform was relatively simple and intuitive, but there were some potential pain points in the navigation and search functions. Based on the feedback from the usability testing, the design team made improvements to the navigation and search functions to make it easier for users to find and access the content they needed. The team also added personalized recommendations and progress tracking features to improve the overall user experience.
Overall, the UX user flow analysis, wireframes, prototyping, and usability testing were all critical components of the design process for this platform. Testing insights gathered from these activities were used to refine the design and improve the user experience, resulting in a platform that is easy to use, personalized, and engaging.

Mentor dashboard and documentation


Habit was aquired by 'Alippo' in 2023, UI-UX for the platform remains the same, here is the link to live site and app: https://alippo.com
