A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | Feature | Description | What research finding does it relate to? | |||||||||||||||||||||||
2 | Time Scheduling | a scheduling feature which syncs with your google calendar to commit time to learn easy schedules daily weekly weekdays only weekends 3 days a week 2 options m w f / t t s pre-populated time field to current time as the chances of them being free the next day are higher around the same time they searched / watched the video | pain point - time, context - usually perform the search in their free time after finishing their work | |||||||||||||||||||||||
3 | Track | historical track of their learning journey and what articles they’ve read and what videos they’ve seen. Users can go back to review | extra feature - parking lot | |||||||||||||||||||||||
4 | Custom Curated Path | curated artciles and videos for one to follow to learn and master a particular hobby based skill shoretening the search process | pain point - cumbersome search, lack of step by step info | |||||||||||||||||||||||
5 | Maps Integration | showing local supplies stores (starting at $10) and local training centers / ads can be placed where revenue can be generated through these leads (business goal + since revenue can be made through the leads generated through this) | behavior point - looking for places for supplies / learn | |||||||||||||||||||||||
6 | Stars, Comments and Reviews | all supporting the content to help users generate trust. | pain point - skeptical about what to trust / pleasure - better trust generate to the content | |||||||||||||||||||||||
7 | Recommendations | (recommended by John Petrucci for guitar) the professionals in the industry would recommended this as well for added trust | pain point - skeptical and false information out there / pleasure - recommendation from a person the look up to and trust | |||||||||||||||||||||||
8 | Sign up process | What do you think your current skill level is? it takes into consideration what the user's skill level is and show content accordingly | pain point -overwhelmed with the content shown not meeting their skill level. | |||||||||||||||||||||||
9 | Level of difficulty slider | a slider that lets the user choose their difficulty level, checkout content in the different categories and choose content that is more appropriate to their level | pain point - overwhelmed with the content shown | |||||||||||||||||||||||
10 | Quizes at the end of the chapter | From the coursera course learning how to learn - learning works best when you consume the information and the try to recall it rather than re-reading it. Taking small tests / quizes at the end of the chapters initiate the recall process which would prove super helpful in the learning process. | pleasure point - they love challenging themselves | |||||||||||||||||||||||
11 | Rewards for completing the challenges | gamification - the rewards for completing the challenges give a positive feedback to the user motivating them to achieve more of these | pleasure point - sense of accomplishment and satisfaction | |||||||||||||||||||||||
12 | Add friends | ability to add friends to see their progress and share achievements | pleasure point - being competitive with their friends | |||||||||||||||||||||||
13 | Show friend's progress | showing whether any of their friends in their google circles are also pursuing to learn this hobby and see their progress | behavior point - comparing themselves with friends, generating trust (if a friend is doing it it must be right), pleasure point - competing with their friends | |||||||||||||||||||||||
14 | Links for the supplies to shop online | links for the ingredients / supplies with good deals to shop for them online within a few clicks - helps user order them comfortably - helps business by generating revenue through sales | context - they shop for supplies online | |||||||||||||||||||||||
15 | Time commitment guide / estimated time | if you practice for 10 mins daily you can finish this level in 3 weeks (*based on average user data collected) or this article may take 5 mins to read | Pain point - time | |||||||||||||||||||||||
16 | Preview course | research showed some users liked to preview the course before starting off to get an idea of what the course is like. This also helps in previsualization and help the user get a broader perspective view of what they are about to learn. | behavior: users like to preview/skim through the material before committing | |||||||||||||||||||||||
17 | On device / email reminders schedule for later viewing/committing | if the users cannot commit/do a task right at that moment, they can quickly add a reminder to do the task from the card itself | -pain point: users don't usually have the time to commit to their hobbies Giving user the control of when they want to do it or the bite sized tasks will help create a positive habit loop and help the users achieve their learning goals | |||||||||||||||||||||||
18 | Challenges / gamification | challenges which asks the users whether they'd want tot commit to a challenge. The challenges are based around the concept of mini wins and create a positive flow in being more active and getting more done. | pleasure point - users like challenging themselves | |||||||||||||||||||||||
19 | Share | share feature for sharing the lesson with their friends / contacts, good way to make more users aware of this new product / feature as well | pleasure point - sharing their progress with friends, behavior point - they like comparing their own progress with their friends | |||||||||||||||||||||||
20 | Small bite sized chunks of videos / information | From the coursera course learning how to learn - we can hold up to only 4 items in our working memory. I brain chunks this information together based on meaning and understanding. Having the lectures in smaller (>2 min) sized videos / reading material ensures better learning of the subject. These chunks are later naturally stored in the long term memory of the brain via practice | ||||||||||||||||||||||||
21 | Practice on the same page | parking lot for now. Could apply to some hobbies but not all. | ||||||||||||||||||||||||
22 | Forced / locked steps to move to the next level | parking lot for now. Research showed the users usually search for information after work and they are mostly tired. At this new stage it will disengage them but once there is a good user based for this product, this feature can be introduced | ||||||||||||||||||||||||
23 | Note taking | Allowing the users to take notes at a certain point during the video for reference | parking lot. Could be introduced in future iterations | |||||||||||||||||||||||
24 | Stars, # of ratings, # of students enrolled | more credibility | Pain point: users skeptical of the information shown | |||||||||||||||||||||||
25 | Quizes at the end of the chapter | From the coursera course learning how to learn - learning works best when you consume the information and the try to recall it rather than re-reading it. Taking small tests / quizes at the end of the chapters initiate the recall process which would prove super helpful in the learning process. | better learning ux | |||||||||||||||||||||||
26 | Share | Research showed the users like to share their progress with friends via social media. This may also be used to develop a larger user base. | behavior: compare themselves to their peers to gauge their skill level | |||||||||||||||||||||||
27 | Avg time for completing the lesson/reading a particular article | users can choose whether to do it now or later based on how much free time they have | pain point: users usually don't have the time to commit to their hobbies | |||||||||||||||||||||||
28 | Gamification (experience points) | Research showed that users are highly motivated to pursue their hobbies. The course Learning how to learn from Coursera also suggested that users find learning things easy if they have a genuine interest and intrinsic motivation. Having experience points will add in an extrinsic motivation factor which will enable users to challenge themselves and compare their progress with other participants +exp for completing challenges +exp for consistently doing the tasks | -behavior: users gauge their own progress by comparing it to others -pleasure: users find a sense of accomplishment after performing their hobbies | |||||||||||||||||||||||
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