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Coaching Gig

UI/UX Design / Research / Branding / Wireframing / Prototyping

2023

Background

In recent years, video learning applications have gained popularity, providing users with access to videos, community interactions, and instant learning experiences, particularly in the realm of physical education activities. My focus was on evaluating the user experience of Intasport, now rebranded as Coaching Gig, as many users have encountered challenges with the onboarding process and the app's functionalities. Through this case study, I aimed to analyze and address these issues to enhance the overall user experience.

Problem

Video applications employ various approaches to help users quickly grasp their features and content. However, there are cases where users may feel discouraged due to an unappealing interface or a poor user experience. This can lead them to seek out alternative applications that are more intuitive and user-friendly.

Goals

Redesigning a mobile application for coaches and teachers focuses on creating a seamless and efficient user experience. The goal is to provide a better overall experience by streamlining the app's interface, making it intuitive and easy to navigate. Additionally, integrating a comprehensive review system ensures that users can provide valuable feedback, contributing to continuous improvement and a more refined application.

My Impact

For this project, I first validated the need for the product I envisioned and then leveraged data from my research to design an end-to-end solution.

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Research

Goals

Below are the areas I’d like to explore during the user research. I want to understand:

  • What are the user’s pain points in the onboarding process
  • What could be the improvements concerning the user flow that allows users to have easy acccess
  • Creating a community based functionality allow users to share their thoughts of the video

Methodologies

For my current project, I'm doing secondary research to improve the user interface and experience of a learning and community-based app. I'm examining similar systems and interviewing key users, especially coaches from New Zealand, who want to increase the app's impact. By talking to these users, I'm validating my assumptions about their pain points and frustrations, making sure the app's design meets their needs and enhances their experience.

Competitive Research

In this phase, I looked into existing systems like Udemy and vocabulary apps that focus on the learning process and user experience. These apps are known for their smooth UX, guiding users through step-by-step learning. I found that gamification is a key feature that sets them apart in the market. They also use simple color schemes and clear text, making the interface easy to read and user-friendly.

To achieve long-term success for my users, I realized that redesigning the product to address current UI and UX issues is crucial. By concentrating on these improvements, the application can greatly enhance the learning experience and foster stronger user loyalty.

User Interviews

User interface is not well executed that confuses and giving hesitations to use the app.

No access to a page where users can see their shared videos, where other users can see it

Design is quite oudated and does not competes to current existing applications

Research Synopsis

To thoroughly understand the experiences of coaches, teachers, and students from New Zealand, I interviewed one of the coaches who had been using the app. I was surprised to learn that they struggled with using and navigating the application, often leading them to switch to more straightforward alternatives. These findings motivated me to develop a solution that addresses these issues, ensuring long-term success for the users.

Background

The insights gained from user interviews clarified the project's direction and emphasized a key requirement that could be met with a primary product feature. One major issue was the outdated user interface, which hindered usability. Additionally, there was a noticeable absence of features like a feed for users to share their thoughts on specific videos. This kind of community-based functionality would greatly benefit coaches and teachers in New Zealand schools, fostering a more connected and interactive experience.

Define

User Persona

After I compiled the outtakes from the research into the affinity map, I was able to create a persona that represents the main users group.

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User Scenario

After creating my user persona, I decided to envision a specific scenario in which Brandon could benefit from the product. This use case emerged from a blend of insights gathered from user interviews, a competitive analysis that uncovered a market gap, and a persona with whom I felt a strong connection. These elements together helped me craft a scenario that accurately represents Brandon's potential interaction with the product.

The MVP includes an updated user interface based on thorough research of video user flows. It also introduces a community-based feed feature, allowing coaches and teachers to view and share videos with one another.

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Ideation

Feature Prioritization

After identifying the best solution for my users, I focused on developing specific features. I aim to create a user-friendly app that's easy to use on the go, with a simple interface, streamlined onboarding, and quick access to key functions. My research helped me distinguish between features with minimal and substantial value, ensuring I focus on what matters most.

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Initial Task Flows

After having defined the features of the app, I created flows for the main tasks.

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User Flow: As a Coach/Teacher, I want to explore the different type of video categories and be able to share my expertise to my students.

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Task: File a refusal form to not get care by Emergency Technicians

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Task: File a refusal form to not get care by Emergency Technicians

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Prototype and Test

Hi-fi Prototype

After I created the user flows for the users, I was able to create a wireframe that represents the main user group.

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Usability Testing

I tested the first version of the prototype with 5 users to determine the necessary revisions to make the overall experience more intuitive and pleasant. Here are some outtakes.

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Main pain points that were discovered during the tests and addressed in the iteration:

  • Users had problems in the Attendance Page where it does not indicate how to use the NFC feature especially for new users
    Fix: added a check-in and check-out button that once device is activated, button is active
  • Users may have issues regarding the attendance notifications where a silent device may not notify users
    Fix: extending a default vibrate feature to notify users