E-learning Platform

UI/UX Designer, UX Research

Experience the Power of Live English Learning and Enhance Your Communication Skills Today!

Overview

The main goal of the website is to provide adult and mainly Arabic learners (Kuwait) with an engaging and user-friendly online learning experience that will help them improve their English language skills. The website should be easy to navigate, provide clear and concise information about the courses offered, and allow learners to register and begin their coursework quickly and easily.
MY ROLE
UX Designer
Client
Sepanta
Project Type
UI/UX Designer, UX Research
Duration
3 months
Project Year
2023

Design Process

I used Double Diamond Model because it emphasizes a user-centered approach, encourages exploration and ideation, provides structure and direction, and fosters collaboration and communication. By following the Double Diamond model, I could create more effective and innovative designs that meet the needs of users and stakeholders.

Student Platform Mockup

Understanding the problem

Our UX researchersfound out that these are some problems that users face while using e-learning platforms. Here are some of the key ploblems: Personalizing English learning in a platform, limited flexibility in live classes, and feeling fear or anxiety about technology in online classes

Production Solution

We found some solutions while potentially was beneficial to the business and users such as:

  • Providing personalized instruction and pace to the needs of the students
  • Accessing course materials and lectures at any time from student’s dashboard
  • Offering different session times and days to accommodate the busy schedules
  • Designing an interactive and intuitive website for all students Provide additional resources for practice and self-study like podcast
  • Implementing a help center (FAQ) for accessing all information that users may need
  • Providing easy booking consultation steps
  • Using authentic materials that relate to students' interests can help to make the class more engaging and relevant to them

Design Phases and Descriptions

Value proposition

The value proposition of live English e-learning, is the ability to provide students with a high-quality education in a flexible and convenient format.

  • Personalized live online classes with certified Native English-speaking teachers
  • Dynamic and interactive learning environment
  • Flexible class scheduling options to fit your busy schedule
  • Accessibility to the platform can make education more convenience to students who are unable to attend physical classes due to disabilities, location, or other factors.

The Discovery Phase

Competitive Analysis

We prepared a competitive analysis to understand the strengths and weaknesses of the competitors and identify opportunities for our platform. We consider the following factors:

  1. Market: Identifying the size and growth rate of the live English class market.
  2. Competitors: Researching existing live English class platforms and understanding their business models, offerings, strengths, and weaknesses.
  3. Features: Comparing the features and functionality of our platform to those of the competitors, including the quality of the live classes, the level of interactivity, and the overall user experience.
  4. Customer feedback: Collecting customer feedback and reviews for our platform and those of the competitors and use this information to identify areas for improvement and areas of differentiation.

User Research

User Interview

We conducted user interviews and stakeholder interview to gather some input on the live English learning program to collect user problems and behaviors through process.

Here are some questions we can ask users to gather their needs and goals:

  1. What are the specific areas of difficulty you have when speaking or understanding English? Why?
  2. What are your main challenges when trying to communicate in English? Why?
  3. What are the specific goals you want to achieve by improving your English?
  4. How do your current English skills impact your personal and professional life? Why?
  5. What are your expectations from a live English learning program? Why?

Challenges that we found out from the 4 participants:

  • Limited access to native speakers for practice
  • Difficulty with understanding spoken English
  • Fear of making mistakes
  • Limited time to practice outside of class
  • Personalize English learning in a platform
  • Confidence in social situations
  • Fear of technology in online classes
  • Flexibility in online classes

Affinity Diagram

Target Audience

Our target audiences were non-native English speakers who are interested in improving their English language skills. This could include individuals from a variety of backgrounds, such as students, professionals, and immigrants.

The range of age for our target audience were broad. However, it would generally include individuals’ young teenagers, as they are more likely to have a need or desire to improve their English language skills. The range of age was from teenagers to retiree.

Persona

Student Persona

I made a persona for our project. I created this persona based on research and data about the behaviors, motivations, goals, and pain points of real users.

Fatma is a fictional character that represents a specific type of user. Fatma is a 25-year-old graduate student from Kuwait. She is currently pursuing a master’s degree in Business Administration in the United States. She has a strong desire to improve her English language skills to excel in her academic program and increase her chances of finding a job in the United States after graduation.

Fatma, Student persona

Student Scenario

Fatma, the online English Student.

  1. Problem: Fatma, who has always been interested in learning English but has struggled to find a suitable learning platform that fits her busy schedule and provides live instruction.
  2. Solution: She stumbled upon Sepanta, an online English school that seemed too good to be true.
  3. Process: The student participates in Sepanta's online English classes, which are held online and include interactive lessons, assessments, and discussions. Teachers use technology and engaging teaching methods to create a dynamic and effective virtual learning environment.
  4. Outcome: Fatma experiences significant improvement in her English skills and gains a love for the written word.
  5. Future Benefits: Fatma's improved English skills open new opportunities for personal and professional growth. She has a lasting impact on her life.

User journey map

Creating a user journey map helped us to identify areas for improvement in the user experience and create a more seamless and satisfying experience for our users. By understanding the user's perspective and journey, our team could design a website and a platform that better meet the needs and expectations of the target audience.

Teacher Persona

I created another persona in the case of a virtual English teacher, creating a persona  helped me to highlight the unique challenges and opportunities of remote teaching and to showcase how technology can be utilized to create a positive and engaging learning experience for students.By using this persona, we could more easily imagine the user's experience and use that empathy to create more effective and user-centered solutions.

Eleanor, Teacher Persona

Teacher Scenario

Eleanor Pena, the English teacher seeking a remote job, is hired as a virtual English teacher for an online school.

  1. Problem: The online school needs a qualified and experienced English teacher to provide virtual instruction to students who are unable to attend in-person classes.
  2. Solution: Eleanor Pena is hired to provide virtual English instruction to students in the online school. Her passion for teaching and experience in the field make her the ideal candidate for the job.
  3. Process: Eleanor works with the school district to set up the necessary technology and tools for remote teaching, including an online platform for delivering lessons and conducting assessments.
  4. Outcome: Eleanor virtual English classes are well-received by students and parents. Her engaging lessons and ability to connect with students virtually help to create a positive learning experience. The school district is pleased with her work and the impact she has on student learning.
  5. Future Benefits: Eleanor continues to work as a virtual English teacher for the school district, reaching students from all over the world and helping to provide quality education to those who may not have access to it otherwise. This leads to increased opportunities for her professional growth and the development of her skills as a remote educator.

Sitemap

This site map was an important step in the planning and design process of a website. It helped us ensure that the website has a clear and organized structure, and that all the content is easily accessible to the team.

Mood board and Color Palette

We implemented some general guidelines for colour choice in UI design include:

  • Using a limited color palette to create a cohesive design
  • Choosing colors that are easy on the eyes, as users will likely be spending a lot of time on the website
  • Using colors that are consistent with the branding and messaging of the website

Some colors that are commonly used in our websites and the platform include:

  • Green: often associated with growth, tranquility, and health
  • Orange: often associated with creativity and enthusiasm

Orange is often used Call-to-Action (CTA) buttons because it is eye-catching, energetic, and creates a sense of urgency.

It stands out from other colours and draws the user's attention to the button, making it more likely that they will take the desired action.

Design

Wireframing

The main purpose of wireframing that we created was to communicate the design idea, the layout and the information hierarchy to the stakeholder, our developer. It helped to define the structure, hierarchy and organization of the content, and to test and refine the design concepts before investing time and resources in more detailed design work.

Card Designing

We concluded that the product card is the first point of conversion. Users prefer to see the class information.We created these card with micro interaction in Figma to provide guidance and make the interface more visually engaging.

I created new product cards and provided enough information to pique the user’s interest so they will click and flip the card for more details.

Plenty of animations and interaction components helped us to have a fun and intuitive design.

Platform

We tried to design a fun and memorable platform in such a way as to make it easy, efficient, and enjoyable to use.

We focused on:

  1. User-centered approach: Prioritizing the needs and goals of the users, providing a more personalized and fulfilling learning experience.
  2. Improved navigation and organization: Making easy for users to find what they're looking for, reducing frustration and improving the overall learning experience.
  3. Increased engagement: Making learning more interactive and engaging, keeping students motivated and improving learning outcomes.
  4. Better retention of information: Making learning more memorable and effective by using visual aids, interactive elements, and gamification techniques.

Below is just one page (Courses) of our platform:

Student Platform

UI Kit

We designed a collection elements and components, such as buttons, icons, and typography. This UI kit helped us in:

  1. Consistency: A  set of design elements that can be used throughout our platform resulting in a more consistent and cohesive user experience.
  2. Speed and efficiency: Using this kit speed up our design process, our team don't have to create each element from scratch.
  3. Easy to customize: Flexible and customizable, allowing us to make changes to the elements to meet our specific needs.

Animation

Animation in UI design simply add a touch of delight to the overall design, so I implemented bouncy and natural movements that support user experience in the landing page include button hover effects, flip animations, and loading indicators.

Landing Page

Bouncy Movements

I ensured that the animations do not distract users or slow down page performance. I created lightweight animation components by carefully considering the timing and duration of each animation.

Flip Card Animation

Deliver and iterate

Our team has been listening to feedback from teachers, and we provided a new switch that lets them send homework and course material with ease. With this feature, teachers can save time and stay organized while delivering top-quality education to their students.

Booking a placement test

To improve the functionality and usability of messaging part, we added icons that give users more options to select. This feature makes our product more versatile, intuitive, and user-friendly.

Checking Messages on Our Platform

We made the decision to allow users to access information on completed and in-progress courses because we want to provide a comprehensive view of their learning journey. This feature enables users to easily access all of the course materials they have completed, as well as the materials they are currently working on.

Student Progress Tracking Page

Final User Testing

On the positive side, users appreciated the website and the platform's interactive and engaging learning activities, such as gamification in user interfaces. They also found the web's overall design and layout to be visually appealing and easy on the eyes.

I used gamification and motivators to increase user engagement and drive desired behaviors.

Our usability test for the English learning platform was successful, with users finding the platform easy to navigate and use.

However, there were some areas where improvements could be made to enhance the user experience.

Hand-off design

I prepared hand-ff design for transferring my design from the design team to the development team.

My hand-off design process was creating design assets such as wireframes, mockups, and prototypes, and documenting design guidelines and specifications. The goal of hand-off design is to ensure that there is clear communication and collaboration between the design and development teams.

This can helped me to minimize errors and inconsistencies, and ensure that the product is delivered on time and within budget.

Our clear documentation and guidelines helped us to ensure that everyone is on the same page and that the hand-off process goes smoothly.

Challenges

During our UX design project, there were several challenges that me and my team  faced when working with developers. Some of the common ones include:

  1. Technical constraints: Our developer work within the constraints of technology, he preferred to develop the website with WordPress and he faced too many problem to complete our design which impacted the design vision.
  2. Different skill sets: We had different skill sets and perspectives, and we approached problem-solving in different ways. Collaboration between the two teams was important to ensure that the end result meets both design and development requirements.
  3. Integration issues: There were issues with integrating design elements into the final product, such as compatibility with different devices. We needed to work closely with the developer to ensure that the design was functional and accessible across platforms.

To mitigate these challenges, it was important to have clear and open communication between our team and the developer, established project goals and timelines, and set up a workflow that accommodates the different skill sets and perspectives of both teams.

Learning

  1. Engagement: I learnt to provide engaging and interactive experiences to keep learners motivated and focused on their studies.
  2. Navigation:  I learnt to define a well-designed navigation system that it could help users find what they're looking for easily and quickly.
  3. Content organization: our E-learning website had a large amount of content, and I found ways to organize it in a way that is intuitive and easy to use.
  4. Gamification: I used gamification to make learning more fun and engaging.
  5. Personalization: I design the website to personalized and meet the needs and preferences of individual users.

Takeaways

The takeaways from this entire project were:

  1. Understanding the time management
  2. Keep the user in mind
  3. Get feedback and evaluation my design
  4. Collaboration with stakeholder and other designers
  5. Consistency throughout the student and teacher platform

Continuously monitor and improve the e-learning platform based on user feedback, analytics, and industry best practices. Regularly update content and features to keep users engaged and motivated.

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