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