UI/UX Case Study Mobile Learning Apps “ Dakota Class “

Regel praditya
6 min readOct 24, 2021

Introduction

Hello everyone , on this occasion I made a case study for the Online Learning mobile application that is Dakota Class, this case study is one of the Assignment UX Challenge Test of the Skilvul Virtual Internship Program, where in the Dakota Class Online Learning mobile application is a project that I made during my learning program from the Skilvul Virtual Internship Program in the field of UI / UX Designer. The goal of the project is to build a well-designed Learning Management System (LMS) that will make users want to learn more about the app.

About The Project 💻

What is Dakota Class?

Dakota Class is an online learning platform in technology and finance, with good online learning that connects users with highly experienced mentors in their respective fields.

Problem Statement

Dakota Class company is the owner of an educational platform that provides various online courses to prepare digital talents in Indonesia by providing courses in programming, digital marketing, UI / UX Design, Product Management, and many more. However, the company has experienced a decrease in revenue since 1 year ago.

Target User

Age: 18–55 years old
Profession: Students and employees
Language: Indonesian
Economic level: Medium and upper
Platform: Mobile Application

Work Team

Role in the team

  1. Define and idea with your team to determine the problem
  2. Create a wireframe for the initial design stage that is Low-fidelty design
  3. Create a design system for design components that can be used over and over again
  4. Create High Fidelity Design and protoype processes
  5. Preparing for Usabilty Testing

Design Proses

The process used is design thinking. Which in the creation of a product or application with this Design Thinking method focuses on creative problem solving that focuses on the wants, needs and what the user’s goals are, defining the problem of research results to determine user needs, As well as determining solutive ideas that can be used to overcome various problems to be able to meet the wants, needs and what the goals of users. Therefore, the following stages are carried out repeatedly as much as needed to produce the appropriate product.

Design Thinking Process

1. Define 🗒️

At this define stage, define the problem, collect all the information and then make observations to find out what the user needs. From the results of the problem that can have the following conclusions:

Define Proses

2. Ideate ⚙️

At this define stage, define the problem, collect all the information and then make observations to find out what the user needs. From the results of the problem that can have the following conclusions:

HMW (How Might We)

Next it determines the goal to realize How Might We to the next stage.

Goals

Users can easily do learning faster and easier to understand so as to increase learning motivation.

3. Userflow

Next I started creating user flow based on existing user flow

4. Wireframe

At this wireframe stage is made based on the needs of the user who is converted into a design, the design is still gray and white and has not been valid, it needs to be tested in order to produce optimal results.

Low-Fidelty Design

High Fidelity Design

The high-fidelity prototype — known as high-tech, high-fi or hi-fi prototype, is a comprehensive and interactive prototype that is quite close to the final products with lots of functions, interactions and details. It’s often used in the later usability evaluation to discover the potential issues that a web/app design may still exist.

High Fidelity Design

5. Prototype 📱

Next, I tried to implement high fidelity design that I had made before into a prototype that later it will be able to be used for testing trial and error stages in final product. I also hope that the user is not too confused by the design that has been made and hopes that the user understands. To try the prototype please click Here

6. Usability Testing ✅

So far for user testing can be said to be successful, but not getting a perfect score. More iterations are needed to produce the best product for users

Research Objective

  1. Knowing what users need, their needs and habits of doing Online Learning activities
  2. Find out the level of user satisfaction, convenience, efficiency and solution ideas offered in the flow of the registration process, login, course search, payment, and user profile
  3. Looking for problems found in the application

User Persona

Usabilty testing results

In this Usabilty Testing Stage using the In-Depth Interview scheme with the user. Here are the results of usabilty testing can be checked Click Here

Problem

  1. [TASK 2] Pencarian & Transaksi

a. Untuk Opsi pembayaran nya di perbanyak lagi

2. [TASK 3] Kelas Overview

a. Di tambah jadwal jam pertemuan

b. Masukan jam berapa nya

Conclusion

To conclude, the complete results of usability testing on the registration &login page, search &transaction, overview of classes for Single Ease Question (SEQ) obtained from the results of testing user points 6 out of range 1–10 state that they do not have difficulty with the flow provided during user testing, but for the design process, continuous iteration is needed to get the best and useful design for the user.

7. Redesign stage

After analyzing user pain points and analyzing data about problems and user needs that can be from the results of Usabilty testing conducted, the following are the results of redesign UI design that will be discussed one by one:

  1. [TASK 2] Pencarian & Transaksi

a. Untuk Opsi pembayaran nya di perbanyak lagi

At redesign this stage I added the payment option again and classified it with the aim of making the user easier to understand in the transaction process.

Before re-designing
After re-designing

2. [TASK 3] Kelas Overview

a. Di tambah jadwal jam pertemuan

b. Masukan jam berapa nya

Because the system of this application is all its learning online and there is no schedule and meeting hours, so at redesign this stage I do not enter to add the schedule of meeting hours and what time is it.

8. Conclusion

During my time working on this project, of course I faced various difficulties and obstacles such as:

  1. At the time of the process of making High Fidelity Design there are obstacles because at the time of the wireframe process is not maximal often change the wireframe.
  2. At the time of preparation usabilty testing it is difficult to schedule for users to do usabilty testing, often reshedule
  3. limited users who will do usabilty testing because the time is arguably short
  4. usabilty testing process with online In-Depth Interview scheme constrained by less supportive network

What’ve I learned

From this case study, of course there are lessons that I can take, namely:

  • Communication
  • Training problem solving
  • Manage Time

Final Words

Hopefully the results of my first case study can be useful, sorry if there are errors and confusions in writing, there is still a lot I have to learn in making this case study so it takes a lot more learning in terms of (UI, UX, Researching, Writing, etc.).

Thank you very much

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