Nuggets

The Nuggets app is a mobile concept designed to solve the problems experienced by professionals when learning content online and their overall satisfaction with the learning experience. The app not only provides a simple way to access enhanced training materials but also ensures that users stay updated on the latest developments in their industry.

At the organizational level, the Nuggets app is designed to help organizations provide adequate training for skill building, with a highly engaging training application and performance evaluations for their employees.

The Problem

Most organizations provide training either through traditional methods, in which users have to be physically present at the training location, or through online mediums that focus only on providing the content to the user. However, these organizations often think more in terms of the "means" of delivering the content, rather than the "ends" of whether the learner can achieve anything with the training.


In my research, conducted with over 50 people, I came to a shocking realization that about 70% of users leave online courses without completing them, and only about 40% of people are satisfied with the training they receive online.

Roles and responsibilities

As a User Experience designer, I was responsible for the ideation, research, interaction design, and visual design of the Nuggets app.

The process of finding a relevant solution began with understanding and evaluating the challenges of traditional training methods, which require employees to attend training sessions in person at a single geographical location. Discussions with stakeholders and individuals revealed the following key insights:


The early insights helped me understand the need for a transformational learning system that should address at least the following problems:


Design Process

To work on this project, it was important to create a good UX strategy.

User survey and interviews

To gain insights into users' reading habits, I conducted a user survey, which revealed some important patterns and provided me with the information I needed to proceed to the next phase of UX research. The survey can be accessed here.


For the next phase, I conducted personal interviews with users to understand the challenges they face, the factors that motivate them to learn content online, and their expectations from the system. Based on these interviews, I discovered the following:

Defining the pain points

After the user survey and interviews, it was time to define the main pain points.

Attention - Existing systems fail to motivate users to complete the course. A majority of users leave the course without completing it.

Relevance - The content provided by existing systems is not always relevant to users' needs.

Confidence - Existing systems fail to help users feel that the skills acquired by learning would be useful in real-world scenarios.

Satisfaction - Current systems do not always provide feedback or help users evaluate what they have learned. Satisfaction can be increased when users appreciate the results and are motivated to learn.


Once the key points were defined, I started working on relevant solutions to the problems.

Attention


Relevance


Confidence


Satisfaction

User Flow

Before creating the wireframes for the app, I decided to create a simple user flow that would reflect how the user would interact with the app.

Jane M.

Once the user flow was created, I immediately started working on the low fidelity wireframes of the app that I could show to a test group and get their feedback.

After creating the low fidelity prototype, I received feedback by showing the paper prototype to users whom I had surveyed and discussed the app's functionality. This step helped me identify key elements that needed iteration before proceeding with high-fidelity prototyping. The lo-fi prototype was also useful for quickly validating my hypothesis with real users.


Through this process, I was able to pinpoint that:


With a clearer understanding of the app's functionality, I began prototyping the high-fidelity mockups for testing with a larger audience.

High Fidality Prototype

The high fidelity prototype helped me uncover deeper usability issues. To keep the user engaged with the content, it was important to show the progress of module completion. Hence, I created three different designs to display module completion: one with a progress bar, one with percentage completion of the module, and one with the cards completed vs the total number of cards. The majority of users voted that the design with cards completed vs the total number of cards gave them a better sense of completion. It clearly showed how much content they had completed and how much was left.

During usability testing of the lo-fi prototype, I designed chapters to be divided into multiple cards so that users could complete the whole chapter without getting bored or distracted. However, feedback from users revealed that having a restriction on the number of characters would create issues in the future, as content can be longer at times. Also, users found it difficult to figure out how to change the cards.


To address these issues, I decided to change the approach to displaying content and removed the restriction on the number of characters. I also added buttons to move forward and backward at the end of each card. This helped resolve the usability issues and improved the overall user experience.

Final thoughts

For the next phase, I am planning to work on the social influencing aspect of the app for humanizing the learning process.Besides, provide personal interaction within the online world as much as possible and then redo the usability testing before starting the app development.