Overview

  • Team: Kalina Roy

  • Role: UX/UI Designer

  • Format: Desktop

  • Client: Growspace

The Client


Growspace is a micro-learning platform, that helps users to gain knowledge in a fast, enjoyable way using gamification as part of it's functionality .

On the platform you will find:

  • Gamified experience

  • Self-development books

  • Not a conventional learning experience


Our Process


During this case study you will delve into the following subjects:


  • Market research in micro-learning trends

  • Opportunities and Challenges

  • Competitor analyses, who is in competition with Growspace

  • Quantitative research including a deep dive survey with real users

  • Usability testing with real users

  • Platform problems and possible improvements


Research Goals




Identify opportunities for growth in the micro learning and gamification sector

  • Asset platform usability

  • Conduct survey to gather insight

  • Optimize platform

  • Platform problems and possible improvements


Market Research Insights: Explored trends in micro-learning and gamification.



Key Findings:

  • Users retain information faster and more effectively through these methods.

  • Increased engagement and productivity compared to traditional learning approaches.

  • Growth Opportunity: Promising potential for expansion in this field based on user preferences.

Challenges


  • Keeping large amounts of content engaging and organized to avoid information overload.

  • Converting large amounts of data into bite-sized micro-learning

  • Keeping the user motivated

Opportunities

  • Give the user options on how to receive information - read, listen, play

  • Prioritize personalization - make the experience as personal as possible

  • Onboarding process - give control to the user

Competitor analysis with 4 direct competitors: Bitely, Deepstash, Duolingo & MindDay

Key Competitor Trends:

  • Reward systems to motivate users to return.

  • Personalized user experiences.

  • Simplified and effective onboarding processes.

  • Enhanced user control and flexibility.

Survey Insights


During the survey, data was collected from 14 participants, revealing several key insights:

  • Learning Preferences: Participants shared their preferred methods of consuming learning content.

  • Time Commitment: While market research suggests a 10-minute engagement, most participants expressed a willingness to engage for only 5 minutes.

  • Motivation Challenges: The majority reported struggling with motivation due to difficulties in retaining information.

Usability Testing Phase

WELCOME PAGE

HOME PAGE

AI CHAT BOT

QUIZ PAGE

CONCLUSION

  • LET'S CONNECT

    LET'S CONNECT

    LET'S CONNECT

    LET'S CONNECT

    LET'S CONNECT

  • LET'S CONNECT

    LET'S CONNECT

    LET'S CONNECT

    LET'S CONNECT

    LET'S CONNECT

KALINA

©

2024