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1 | Comparing what others are doing in the "learning process" stage and take inspirations and find some interesting ways in which things are done | |||||||||||||||||||||||||
2 | Source | Screenshot | Description | Feature that can be used | How it will inform the design? | |||||||||||||||||||||
3 | Lynda | • ability for the users to preview the course • ability to save it for later or take a tour | 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. | ||||||||||||||||||||||
4 | Lynda | • ability for the users to search within the lessons • the lessons are broken down in smaller videos which are under 2 mins so the users can watch them and follow through and quickly come back to the course • the future course are locked like future game levels and users have access to them once they have finished the previous ones | 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 | ||||||||||||||||||||||
5 | Codecademy | • good call to action to get started • # of enrolled students generates trust and credibility • estimated hours lets the user get an idea for the time commitment • difficulty level - quickly shows the user the technical expertise required to make the best of the content | difficulty level slider | will help the users choose/fine tune the content based on their skill level -pain point: being overwhelmed by the content shown in the results | ||||||||||||||||||||||
6 | Codecademy | • the content has been divided into units based on the different stages of the process • a % signifier shows the user how much of a particular unit is done | % signifier | good signifier showing how much of the unit / course has been completed | ||||||||||||||||||||||
7 | Codecademy | • progress bar to show progress and where the user stands in the overall learning process of this specific unit / chapter | progress bar | good signifier showing how much of the unit / course has been completed | ||||||||||||||||||||||
8 | Codecademy | • users have the ability to practice what they just learned in the course itself • the hint button in the bottom helps them if they are stuck | practice on the same page | parking lot for now. Could apply to some hobbies but not all. | ||||||||||||||||||||||
9 | Codecademy | • pushing the users to do the task before progressing to the next chapter. The button below is disabled and there's a text asking the user to first perform the intended interaction | 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 | ||||||||||||||||||||||
10 | Skillshare | • embedded video on the page with the playlist right next to • community tab for users to post questions • reviews with % showing how many people found it useful • # of students and # of projects submitted to develop trust along with the reviews • the video automatically advances to the next one once done | % and # of reviews social feature | % and # of reviews will help generate more credibility for the content being shown social feature to share their progress with friends, ask for recommendations or answers to their questions -pain point: users skeptical of the content -please point: users like to share their progress with friends, challenge each other and gauge their own progress by looking at others around them | ||||||||||||||||||||||
11 | Skillshare | • note taking box allowing the users to take notes for their own reference at cetain points in the video | note taking | parking lot. Could be introduced in future iterations | ||||||||||||||||||||||
12 | Udemy | • star ratings for quick content quality check along with # of ratings and # of students enrolled to develop credibility • ability to add the course to wishlist for later reference | stars, # of ratings, # of students enrolled | more credibility Pain point: users skeptical of the information shown | ||||||||||||||||||||||
13 | CoachMe | • email reminders to boost user morale, achknowledge their progress and motivate them to continue their streak | 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 | ||||||||||||||||||||||
14 | Jawbone App | • the app has its own 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. | in app challenges | -pleasure point: users like to challenge themselves users can not only take up personal challenges but also challenge their friends to achieve a certain task/goal (like FitBit # of steps challenge) | ||||||||||||||||||||||
15 | Udemy | • Quiz at the end of each lesson challenges the user to test their knowledge and helps grab their attention | 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. | ||||||||||||||||||||||
16 | Google Primer | • share feature for sharing the lesson with their friends / contacts | 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. | ||||||||||||||||||||||
17 | Google Primer | • shows average time to go through a particular lesson | Avg time for completing the lesson | 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 | ||||||||||||||||||||||
18 | Duolingo | • gamification aspect making the user experience of learning a skill based hobby fun | 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 | ||||||||||||||||||||||
19 | Google Docs Help | • a relatable character for users which takes feedback and provides helpful guides | Mascot | Research showed that users connect well to the learning content with a human figure they could relate to. It doen't have to look realistically human and data shows that cartoon characters work better than realistic human ones. Google can potentially learn more about the user and say for example: the user is a DragonBallZ fan. Either their own avatar or the mascot will transform into various stages depending on the experience level. A well experienced level person would be a Super Saiyan. link: http://www.uxmatters.com/mt/archives/2012/07/ux-for-learning-design-guidelines-for-the-learner-experience.php | ||||||||||||||||||||||
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