More
A place to keep learning and keep getting better
Role
UX Designer
Time
80 Hours (4 weeks)
Tools:
Figma, Figjam, Maze

The Problem
Users explore the pros and cons of acquiring a new skill and its potential impact on their lives. They commit to this path when confident in its positive influence, necessitating time, patience, and consistency. Unfortunately for most, it isn’t easy to maintain the initial motivation for long when they do not see tangible progress. This waning motivation often leads to abandonment.
My aim is to develop a solution that helps users to attain their goals by making it easier for them to track and measure their progress.
Research
To better understand users’ challenges, I conducted comprehensive research to delve into the user needs, preferences, and behaviours. This involved initiating an survey, which was subsequently followed by user interviews.
User Survey
I conducted an initial survey involving 36 participants, to establish a preliminary grasp of user challenges and behaviours.
Participants
36 Users
Ages
21 - 39
Gender
Mixed
Key Insights:
A notable 62.9% of users identified time management as the leading factor behind their decision to abandon skill learning. This was closely followed by factors such as lack of guidance and motivation.
All users measure their success by showcasing their work to friends, family and over social media and getting feedback on the same.
User Interviews
Subsequently, I conducted interviews with a diverse group of 4 adults spanning various ages and genders. This approach aimed to precisely gauge users' desires and requirements
Participants
4 Users
Ages
22 - 31
Gender
Mixed
Key Insights:
Motivation: Users find their motivation to acquire new skills often ignited by the influence of friends, family, or social media.
Guidance: Users exhibit a range of preferences when it comes to guidance mediums, with choices spanning from books and videos to mentorship.
Measuring Success: Participants measure their success based on feedback from friends, family or social media. But they prefer to have a mentor/professional’s feedback/guidance.
Challenges: The chief factors contributing to the midway abandonment of learning endeavors are a scarcity of time, guidance, and motivation.
Ideation
Taking what I’ve learned from my research, I started brainstorming ideas and looking for opportunities around the insights I’ve gathered. After ideating a long list of possible features and in the interest of time constraints, I decided to narrow my focus on the following 4 features that have the potential to make the biggest impact on users.
Design Challenges
To reinforce the project's direction, I translated research insights into "How Might We" statements, which centered on both user needs and goals. This approach helped me to distill the common themes of the challenge and empathize with the users, resulting in human-centered solutions generated through brainstorming.
“How might we help users in getting right resources in their learning progress?”
“How might we help users in managing their time and cultivating learning habits?”
“How might we help users in gauging their progress and measuring their success?”
Design
Branding
Roboto
Heading 1
Heading 2
Heading 3
Heading 4
Paragraph
#404ADA