Extudia is a B2B learning platform focused on interactive learning without punishing mistakes. Their goal is to help companies to improve the skills of their employees.
Interaction and visual designer.
User research, Wireframes creation, Low Fidelity and High Fidelity prototype.
Our main challenge was to find a solution where our users and end-users can use easily, learn pragmatically and check their progress through each course.
Understanding our users
For this case, stakeholders work side by side with me as a UX designer. We iterated twice on the research to find the pain point for our users and end-users.
UX benchmark, we evaluate:
We find that MOOC courses have different methods of teaching. The first one is the video class recorded, where users see each lesson and at the end of the module/course take a test (Usually, multiple or single selection) the second one is similar but with an article instead of video.
Keep user engagement.
Traditional eLearning requires a self-learning user.
Learning base on retention.
MOOC focuses on a lot of time of the video, without real guidance.
Motivation to persist.
Keep motivated and use the knowledge in the day-of-day in their work.
Gamification and Analytics
This B2B learning platform impacts the company's RRHH when they need to promote someone or find a weakness in the knowledge of the people who work there.
Users earn points with each lesson completed, replying in the forum, keeping engagement reading... HHRR of business will take care of these scores when they want to promote someone.
Knowing the scope
To create the view of the platform, I create a basic sitemap, so in the first iteration, we evaluate each area.
At the second iteration, we evaluate removing a couple of sections and add a new one based on the business model.
Establishing user flows
I created wireframes and It was connected to establish each flow in the app. Then, we evaluate and improve each one to create simple flows.
Extudia wants to impact the skills of the employees of all areas and levels in the company. The core of the learning will be interactive, without punishing mistakes.
The hypothesis is that people learn more when fail than when they’re right.
What I learned
As a self-learning designer, I worked with my personal biases, I needed to understand that many people don’t like to spend their time learning on their step, in many cases need someone else to support them.
So, working in the value proposition that nothing matters if you get wrong while you’re learning and create a community around each course, encourage to share knowledge socially.