PROJECT IN A NUTSHELL
Funsport is an education kiosk that provides interactive physical training for students
Product
My Role
Designer of 4 features, including the student dashboard featured in this case study
Collaboration
12 members, including PMs, engineers, marketing, and testing teams
Impacts
Features reached 30,000 students, promoting their engagement and performance
THE DESIGN PROCESS
PROBLEM DEEP DIVE
Enrollment rates at schools are impacted by students’ physicality exam scores. Facing schools where students are underperforming, Funsport provides interactive trainings for students to improve their performance scores. The student dashboard comes into the picture to provide students with their personal training information.
The Business Problem
User Problems: What lies behind low engagement rates?
Based on existing user research and interviewing the PM, I was able to analyze a student’s workout process from start to finish, and identified problems that may have contributed to low engagement rates.
THE DESIGN CHALLENGE
How might we streamline the training process to help promote training engagement?
BUILDING THE INFORMATION ARCHITECTURE
Landing Page: from Statistics-focused to Task-oriented
Statistics Information: Filing the Overview and Detail Page Hierarchy
Information Architecture
After all the layout and wireframe explorations, I was able to design the architecture of the student dashboard feature.
Promtoing Action by Aligning Student Goals with School Schedules
DESIGN ITERATION #1
Over 80% of the users found the goals challenging to complete. Few of them know how to gain a badge through training.
Identified Problem
One possible reason might be setting overlarge goals. Badges seem hard to get and the rules are unclear.
By talking to the PM, I also suspected the current system misaligns with school’s training schedule, discouraging students to workout.
Problem Analysis
Behavioral Research: What motivates training behavior?
In order to find most effective ways to promote consistent training behavior from school students, I conducted research on popular workout apps like JUST DANCE and Apple Fitness. I also researched Duolingo, which was well known for habit forming design.
The new version splits larger goals into smaller tasks that requires 20-30 minutes to complete. We also changed the structure to monthly goals + weekly tasks so that students can follow easily after class everyday at school.
Solution
Over 75% of students believed it was easy to complete each tasks. Over 93% of them believed they can unlock at least one badge in a month.
Results ✅
DESIGN ITERATION #2
Increasing Engagement by Gamifying the Badge Rewards
Identified Problem
Categorizing badges by month might create repeating monthly badges in the long term. If badges look similar, students may not be incentivized enough to train every month.
Problem Analysis: Can We Introduce Variation to Reduce Repetition?
In order to make the badges attractive and differentiate, I explored different badge themes that can have variations throughout semesters, so that we can create a consistently engaging badge collection experience for students.
I decided to go with the World Travel theme that has an interactive world map component embedded. Students gain badges of different countries every month as they complete goals.
Solution
The design was highly successful. Over 95% of the students indicated strong interests in collecting the badges, and over 75% were committed to gain all the badges in the month.
Results ✅
DESIGN DELIVERY
Final Design
Prototype
Design Evaluations
36%
Increase in Overall Training Engagement
92%
of the Users are Satisfied with the Feature Student Dashboard
Shipping Design