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The t.ux Learning Activity:

designing the key feature of an educational product

I’ve been a part of the design team for t.ux (teach UX) since it’s inception. Our first project goal was to figure out how to build a learning activity to help teach User Experience Design to learners of UX. I was part of the creation and refinement of our first two learning Activities. Those learning Activities now serve as our templates for all future Activities created for t.ux.

Outline


Introduction

  • Project Overview

  • The Company

  • My Role

Understanding the problem

  • Problem Statement

  • Our Users

  • Research Findings From Users

Version 1 of a t.ux Activity

  • The Original Activity - Heuristics

  • Why We Built It the Way We Did

  • What We Learned From Usability Testing

Revised version of a t.ux Activity

  • Applying the Research Findings

  • Orienting Our Users

  • Restructuring and strategizing the content of Activities

  • Restructuring the layout of our Questions

Next Steps


Introduction

 

The Company

t.ux (teach UX) is an educational product aimed at helping those who wish to learn User Experience (UX) Design concepts.

It consists of several learning activities that give learners the chance to educate themselves on various UX topics, while also practicing those concepts hands-on.

It’s also intended to be used by instructors who teach UX design, to aid in teaching various topics to their students.

Project Overview

Every company begins as a simple idea; t.ux was no different. We needed a way to facilitate the teaching and learning of UX concepts.

Our first task to take on was figuring out how we would give independent learners and boot camp students a way to learn UX concepts, practice and apply the knowledge, in order to help them retain what they learn.

I was given the task of trying to build a learning Activity, to determine both the structure and content that it would consist of, and refine it over time.

My Role

  • Fully Design the Accessibility Activity

  • Help finish the Heuristics Activity

  • Plan and Lead Research on each Activity

  • Iterate on Research Findings

  • Restructure the flow of both Activities

  • Revise the content of the Activities

  • Redesign the Side Navigation Bar

  • Templatize Activity Building

 

Understanding the Problem

Problem Statement

We needed a hands-on way to facilitate the learning and comprehension of UX topics for independent and boot camp learners in a virtual environment because there is not currently an online platform that fully meets their needs.

Our Users

The 3 main users of t.ux are:

Independent Learner

Independent Learner

Instructor

Instructor

Boot Camp Learner

Boot Camp Learner

All 3 of these users has a use-case for an Activity.

  1. The Independent Learner will use the Activities to either learn or brush up on various concepts of UX design, and will need the Activities to meet their needs as well.

  2. The Instructor will be assigning Activities to their students. The activities must meet their standards and accomplish their goals with their students.

  3. The Boot Camp Learner will be taking Activities assigned by their instructors. It is important that certain needs are met for the boot camp students while taking these Activities.

So my next question was, what are the needs of our users pertaining to learning UX Concepts?

Research Findings from User Interviews

We learned a lot through the interviews we had with students and instructors. We found it difficult to dig up independent learners (That is a project that is currently underway).

Key takeaways from our users were:

Instructors:

  • Want the ability to assign a struggling student an Activity on an individual, as-needed basis.

  • Want Activities that supplement topics they are teaching in class.

  • Want the ability to see how students perform and metrics to determine how each student is doing academically.

  • Want ways to give students feedback on their performance and help where they need it

  • Want trustworthy and reliable information to give to students

  • Want the ability to edit content within an Activity

Students:

  • Want a way to practice and apply concepts they learned in class

  • Want feedback

  • Want a way to measure their understanding of each topic

  • Want to stay engaged

  • Want to see more good and bad examples of concepts (so they can compare and better understand why)

Version 1 of a t.ux Activity

The original Activity - Heuristics

The first finished version of an Activity was Heuristics. Here’s what that looked like:

Why We Built It The Way We Did

Heuristics was the first Activity that we built. We wanted to meet our users needs as stated above, but because this was an agile and lean environment, and we were trying to get the MVP out quickly, our first version (admittedly) missed the mark in several areas.

The main features we thought out were:

World Match - Q1 - MC.png
  1. The Progress Bar - we wanted our users to know how far along they were in the activity

  2. The Side Navigation Bar - we wanted to allow our users to navigate to the various sections, but not over-burden them with secondary navigation

  3. The 4 Answer Multiple Choice Question - Because this was an MVP, we decided multiple choice was the most obvious choice for a simple, easy to use question type. We knew we would have to develop more question types in the future.

  4. Content - The Heuristics activity had a ton of content. I wanted to make sure our learners had every possible thing they needed to learn all in one place. We decided to give our users as much information as possible from reliable sources. We did a ton of research on the topics of Heuristics and Accessibility.

It keeps going and going… feel free to check out the massive amounts of content in the prototype

It keeps going and going… feel free to check out the massive amounts of content in the

My next task after Heuristics was built, was to organize and create our research department (a process that deserves it’s own case study) so we could test what we built.

What We Learned from Testing

After Heuristics was completed, I built the Accessibility Activity. Both Activities were tested relatively close together and had similar feedback from users.

Key Takeaways:

  • The tests took WAY too long - we wanted Activities to be under 30 minutes and these tests were taking well over an hour

  • Users were hung up on the content, skimming over the content, and generally not grasping the concepts

  • Users were disoriented, they did not know where they were or what was coming next

  • Users were dismayed at the amount of reading they had to do

  • Users were confused by the square question tiles and wanted to interact with them rather than their corresponding buttons

  • Users did not engage with the side navigation bar unless it was requested

Revised version of a t.ux Activity

Applying The Research Findings

We had several concerns we needed to address after conducting our research. I realized that we had structured the content of our Activities all wrong. I determined that the following changes HAD to be made, and we needed to re-iterate on the Activities themselves.

  1. We needed to orient our users

  2. We needed to restructure our content to make it:

    • Easier to read

    • Faster to get through

    • Easier to comprehend

    • More engaging to our users

  3. We needed to address the awkwardness of the question tiles that looked interactive but were not

Solution 1: Orienting Our Users

The initial solution to orienting our users was a random idea presented during group iteration. The question was posed:

“What if we add a page before the Activity that gives them more context and tells them what to expect?”

One of my colleagues designed the pre-activity page (you can see it in the 1.0 prototype I shared because it was added to the original). You can also see it below:

 
Overview Version 1.png
 

It didn’t work.

In fact, during testing, this page made our users more uneasy. Several of them said things like:

“Wow, there are some significant spelling errors here. This is an educational activity? That’s off-putting.”

It was poorly designed and it didn’t do anything to help orient our users. So I floated the idea,

“What if we added secondary navigation to the Side Nav Bar?”

Our Senior Designer thought that was the best idea he’d heard all day (or that’s how I remember it anyway), and let me run with it.

The Side Navigation Bar - Redesigned

On the left is the original side navigation bar and on the right is the redesign of the side navigation bar.

On the left is the original side navigation bar and on the right is the redesign of the side navigation bar.

A lot went in to the redesign of the side navigation bar. Let’s just say I really went to town on that sucker. I could do an entire case study just on said redesign. But, that is for another day. I will drop this little nugget, however, if you want to take a look at the specs and how it works.

You may have to click to zoom in, or you can interview me and I’ll show you every detail of this amazing side nav

Usability tests conducted after the implementation of this side navigation bar confirmed it’s efficacy, as none of the users reported any disorientation and all could effectively report where they were within an Activity using the Side Navigation. In fact, users were finally using the side navigation to both orient themselves and also to travel to former sections of the Activity.

The addition of the secondary navigation to the side nav bar worked!

 

Solution 2: Restructuring and Strategizing the Content of Activities

Our work was not yet done. The Activities were being tested weekly and still taking well over an hour to complete, or being abandoned long before they were done. Remember:

  • Users were hung up on the content, skimming over the content, and generally not grasping the concepts

  • Users were dismayed at the amount of reading they had to do

I was especially interested in solving this issue.

I thought of 3 potential ways to address this problem:

1. Edit and Pare Down The Text

My first idea was to try paring down and editing the text to make the activities shorter. I’m not a writer. I don’t claim to be a UX writer (although this project has certainly improved my ability to contribute to content). But we didn’t have a Content Strategist on the team yet, so it was up to me to figure it out.

I did my best to cut out redundant words, to chunk text and add hierarchy, but I just wasn’t able to shorten the Activities effectively in this manner.

It was an epic fail. I had to move to the next solution.

2. Do Research - Competitive/Comparative Research & Research How People Learn

I took several learning activities on multiple platforms. My favorite (by far) was Babble. I realized they were teaching using a technique that involved introducing a concept, then, once you got the gist of the concept, they’d have you practice to solidify the concept. They built on your knowledge of a language in the same way you’d see a baby learning language.

darkversionofbabytalk.png

I also researched how people learn. One of the more popular strategies was called the “Tell, Show, Do, Apply” strategy.

tellshowdo.png

💡A lightbulb went on in my head.

We were doing it all wrong. I didn’t have to give the users ALL the information at the same time. I could give it to them over time in bite-sized, digestible pieces. I’d start with the foundational knowledge, have them practice the concepts, and then build upon each concept in future, more advanced-level Activities, just like Babbel. Doing this I’d be able to continue clarifying knowledge and assessing their knowledge over time.

We could accomplish this in the following way:

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I came up with this flow to show my Product Manager what I was thinking of doing with the cadence of the Heuristics Activity.

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Rather than information dumping onto the users, I wanted it to be a clear-cut, concise way to build on their knowledge of the topic at hand. I was able to then re-build Accessibility and Heuristics using the above strategy as my guide. Which brings me to my 3rd and final strategy toward making the Activities shorter and easier on the learner:

3. Break Up Long Activities into Parts

Even after greatly reducing the content, chunking information, adding bullet points, etc., Heuristics still has 10 principles that need to be taught and practiced. While researchers can’t seem to agree on the exact number, several articles on the topic agree that the average adult has a maximum attention span of about 20 minutes. If I want to help facilitate learning, I have to present the information in 20 minutes or less.

In order to further shorten the Activities, I broke both into 2 parts.

Content Editing

Knowing that I was only building the very foundational Activities for the two topics at hand, I was able to reframe how the content was presented.

  • I no longer felt the need to overload users with all of the information on each topic.

  • I was able to really focus on the key points of these topics, and give them a broader overview.

  • I wanted to allow users to learn by Doing - so I gave them Questions with good vs bad examples (something they had specifically requested)

Below, you can see for yourself the difference in content.

Old version ^

Old version ^

 
New Version ^

New Version ^

^ Old Version of a Multiple Choice Question  (Studies actually show using the “All Except” Question is ineffective for learning)

^ Old Version of a Multiple Choice Question (Studies actually show using the “All Except” Question is ineffective for learning)

 
^ New Version: Good vs Bad example A/B Question

^ New Version: Good vs Bad example A/B Question

Solution 3: Restructuring the layout of our Questions

Users were confused by the square question tiles and wanted to interact with them rather than their corresponding buttons. This was an issue we determined needed to be resolved quickly because it was incredibly distracting to users during usability testing.

We determined that rather than having square images and corresponding buttons, we should turn our images into button tiles.

Old Version of Buttons ^

Old Version of Buttons ^

New Version with Tiles ^

New Version with Tiles ^

The Prototype for the latest version of Heuristics

 Next Steps

I wasn't able to cover all the aspects that went into designing these Activities. I tried to give the most well-rounded explanation I could without overwhelming my audience (you). These activities were built originally in January 2021. They have been tested, iterated on, and continue to evolve and grow. We now have several Question Types and features I will cover in future Case Studies.

t.ux now has 7 Activities (and growing) and a much more robust research team.

Our Next Steps are as follows:

  • Determine whether there is an Activity with a more optimal flow than others

  • Determine how much time factors into retention and attention span with users

  • Build our Content Strategy department in order to create more cohesive, consistent content

  • Create more exercises for our users to truly be able to Apply their newly learned knowledge

  • Continue iterating on Question Types and test their viability as learning tools

Continue Reading my Case Studies to learn more about t.ux and my contributions!

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The t.ux Activity Wizard: streamlining the internal processes of an edutech company

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Phase 1 at theCOOP: Developing a training program for a startup accelerator