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LeanCourse

Creating an effective and user-friendly
e-learning platform

Overview

LeanCourse is an e-learning platform to master job-relevant skills and earn career credentials with the best instructors. In today's information world, there are thousands of informational sources of knowledge in various fields. LeanStudy combines hundreds of learning areas in one place and helps guide the user through them.

MY ROLE

Interaction & visual design,  Wireframing, Prototyping, UX/UI design, Desk research, Persona, Empathy Mapping, User Flow.

PLATFORM + CLIENT

EdTech academic project

Mobile application

TIMELINE

November 2021 - January 2022 (3 months)

TOOLS

Figma, Miro, InVision

Problem Definition

Many students face difficulty in passing exams and graduating, despite their efforts to acquire knowledge. Limited availability and the high cost of private tuition make it challenging for both parents and students to access the resources they need to succeed. This creates a barrier to success for students who may not be able to afford expensive private lessons.

 

LeanCourse aims to provide a solution to this problem by creating an engaging and effective e-learning platform that is accessible and affordable, thus providing an alternative to expensive private tuition.

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User Research

I conducted user research using the survey to gather information about the challenges and pain points related to exam preparation and graduation, as well as gather information about participants' experiences, preferences and interests related to the e-learning platform. This survey helped me to identify areas for improvement, and what features are important for users when choosing an e-learning platform.

Furthermore, I conducted desk research using different sources of information such as news articles from reputable sources or government reports.

Research Outcomes

Combining the information from the user survey and the desk research gave me a complete picture of the problem and helped me identify potential solutions.

90%

Percentage ​of educators who believe that using tech is a great way to engage students in the classroom.

Source:
Promethean

61%

At the height of the pandemic,​ ​more than ​60%​ ​of the world’s student population was affected by the nationwide closure of educational institutions.

Source:
Unesco

83%

The percentage of educators who say technology is necessary for everyday life, so it should be reflected in lessons.

Source:
TheJournal

VR & AR Technologies

According to research, VR and AR have been shown to improve engagement and motivation in students, as well as increase retention of information. Furthermore, institutions in the educational sector are already looking to adopt these tools as part of the curriculum. Let’s see what people say about education technology in the coming year, how they impact and the real numbers behind these trends.

90%

Percentage ​of educators who believe that using tech is a great way to engage students in the classroom.

Source:
Promethean

61%

At the height of the pandemic,​ ​more than ​60%​ ​of the world’s student population was affected by the nationwide closure of educational institutions.

Source:
Unesco

83%

The percentage of educators who say technology is necessary for everyday life, so it should be reflected in lessons.

Source:
TheJournal

The Future of Tech

Platforms such as e-learning platforms, learning management systems, and virtual classrooms have become increasingly popular during the pandemic and are expected to continue to grow in popularity in the future. Additionally, there has been a growing interest in personalization and individualized learning.

95%

Percentage ​of schools that are better prepared for unexpected remote learning in the future after a pandemic.

Source:
World Economic Forum

17

Number of new EdTech unicorns emerging in 2021, valued at more than $1B through a venture funding round.

Source:
HolonIQ

58%

Percentage of educators who believe that, in the future, all classes will be taught in person where possible, with a blend of digital and analog resources.

Source:
TheJournal

User Personas

By creating personas, I identified the different types of users who will be using the app, and prioritize the features that are most important to them.

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Empathy Mapping

After conducting user research and creating personas, I focused on the third and fourth personas, both of whom are students. This is because the target audeince of the platform will be those looking to enhance their learning and knowledge.

The empathy map revealed that the first persona is primarily concerned with the interactivity and social aspects of the educational app, while the second persona is more focused on the credibility and authority of the online program, as well as the level of support and guidance provided by instructors.

User Journey

After conducting empathy mapping for a learner's user persona, I developed a detailed user journey map for Christine. The map outlines the various phases and steps that Christine goes through as she discovers, downloads, and engages with the application.

Wireframing

The next step was to create wireframes. The wireframes were designed to address the critical unmet needs and opportunities identified in the user journey map

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Emphasizing the core values

​User research showed that the primary benefits that users sought in an online education app were flexibility, convenience, and affordability. We incorporated these benefits into the onboarding screen.

Sign up

During the registration phase, the user is prompted to customize the learning space by selecting topics of interest to personalize recommendations, as well as setting an avatar and enabling motivational notifications.

Home page

After logging in/registering, the user is directed to the main screen. Through the use of previous subject choices, the application is able to provide personalized recommendations and a more seamless experience for the user.

Course Selection

During the user journey mapping process, I discovered that users had difficulty understanding the course objectives. 

​

To address this pain point, I provided detailed course descriptions and reviews from previous students. Additionally, I included clear information on the course objectives, prerequisites, format, and learning outcomes. A video review of the course content has also been added.

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Course Overview

In my designs, I made sure to address the pain points that users were experiencing when it came to the course overview screens. I made sure to include clear and concise course descriptions that highlighted the key objectives and learning outcomes of each course.

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Saving Quotes

By providing the ability to save quotes, users have the opportunity to review the most difficult parts of the lesson at a later time, which can help them to better understand the material. This feature also allows users to create a personalized set of study notes that they can refer to as they progress through the course.

Engaging Approach

The main problem is that many students do not associate online learning with something serious. In LeanCourse, I tried to solve this problem in an interesting way, by adding a calendar screen that shows all tasks, progress and deadlines.

 

In addition, the user can be notified of any updates and track the progress of their course by marking completed tasks, attaching files, and leaving comments, thereby becoming even more involved in the learning environment.

Retrospective

All in all, this experience has provided me with a deeper understanding of the educational industry and the unique design considerations that come with it.

01

Understanding the needs

One of the key takeaways for me was the importance of understanding the unique needs and challenges of the education industry. This includes understanding the different types of learners, their goals, and the specific challenges they face in their learning journey. By taking the time to understand these needs, I was able to design an application that effectively addresses the specific needs.

02

Engaging approach

I have learned about the unique challenges and considerations that come with designing for an educational setting. For example, creating an intuitive and easy-to-use interface that allows users to navigate and find the content they need is crucial for an educational app. Additionally, providing a personalized and engaging learning experience is key to keeping users motivated and engaged.

03

Areas for improvement

There are a few areas that I believe could be improved in future iterations. One area that could be improved is the process of selecting and enrolling in courses. I could explore more options for personalization, for example, adding a feature that allows users to create custom learning paths based on their interests, goals, and progress.

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