Understanding the depths of user cognition for learning and development

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Overview

Skale is an educational app that uses role playing techniques to foster learning and development 

  • Employees are currently required by their company to use the Skale app to role play sales scenarios in live video chat interface order to improve sales performance.

  • How can we improve their learning experience and keep them engaged with the app?

Project Details

Client:

Skale

Role:

The team consists of three UX designers with different design backgrounds. We have a graphic designer, an industrial engineer, and myself a product designer. I had three main roles in my team. First, to conduct usability testing of the current app to find opportunities for improvement. Second, to research pain points found in usability tests and heuristic analysis of current version. Third, to design iterations of wireframes and high fidelity prototype.

Duration:

3 week design sprint

Teammates:

Lucas Mai and Rico Peng

 

Design Methods:

  • Comparative research

  • Usability testing

  • Contextual inquiry

  • Secondary research

  • Stakeholder interviews

  • Design studio

  • Affinity mapping

  • Archetype analysis

  • Journey mapping

  • Rapid Prototyping

Tools:

  • Pen & Paper

  • Figma

  • Adobe Illustrator

 

The Opportunity

Users feel an overwhelming amount of confusion in the roleplaying core experience of the app. How can we reduce confusion and anxiety in order to boost confidence and learnability?

Research & Synthesis

Word cloud from usability testing

Word cloud from usability testing

 

After affinity mapping our users comments, we found that confusion was centralized around three key insights.

  1. Unclear expectations

  2. Heavy cognitive load

  3. Lack of control

Insight 1- Unclear Expectations- Users are not sure what to expect

“I’m not sure what ‘Let’s Skale’ does.”

Original Skale home screen

Original Skale home screen

 

Why do we need to set expectations?

  • If users don’t have a clear understanding about what your product will do and what will happen, they won’t use it

    Solution:

  • Front load instructions to give users clear information what to expect in the video chat

Insight 2- Heavy cognitive load- Users are confused about the instructions, because they have a hard time reading and talking at the same time

“There’s too much information to take in during the conversation.”

Original Skale roleplay interface

Original Skale roleplay interface

 

Why can’t people multitask?

  • The brain naturally focuses on one thing at a time. We are biologically incapable of processing attention- rich inputs at the same time

  • Large fractions of a second are consumed every time the brain switches tasks

    Solution:

  • Limit the amount of information on the cards

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Insight 3- Lack of control- The partners don’t have equal control during their interaction

“Since I couldn't swipe through cards, I didn’t get the chance to read them.”

Original Skale role play partner is controlling cue cards

Original Skale role play partner is controlling cue cards

 

Why do people need control?

  • People have a deep need for sense of control

  • When people feel they don’t have control, they experience tension and anxiety

  • Giving users control gives them understanding and confidence to how things work and flexibility to their interactions

    Solution:

  • Give equal control to both teacher and student in the video chat

 

Process

Refocus learnability on the intended lesson rather than the app itself.

Our process revolved around reacting quickly to user key insights around confusion. We found that the majority of the users had the same pain points, and therefore, we were able to react quickly from feedback, reiterate our new prototype and retest until the user felt comfortable with the core-experience.

Design Decisions

Set up users expectations with instructions

We’ve front-loaded them to inform the users before they start the video interface so they don’t feel rushed and are confident about the material before they begin.

Introduction of steps during the role play

Originally, the role play consisted of a large number of cue cards that created the heavy cognitive load issue. The user would often skip the self-evaluation and feedback step, which is crucial for Skale’s client to record valuable data. We’ve streamlined this process into 4 repetitive steps for each session.

We also front loaded tips on the connection screen to help increase a successful session.

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Simple language and Gamification

Using clear call to action with straightforward language

Implementation of clear call to action with straightforward language. Before the ‘Let’s Skale’ button confused users. We changed the language to ‘Let’s Practice’ to make the action obvious. Also, the addition of status bar and rank/ points buttons are intended to encourage the user. The status buttons take the user to the leaderboard to see how they compare to their colleagues create competition to encourage practice.

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Introducing button state affordance

Gives both users visibility and control of process

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Teacher Flow

  • Additional information available, without adding to cognitive load

Watch teacher flow- clip GIF by @sarahbradier on Gfycat. Discover more related GIFs on Gfycat

 

Student Flow

  • All necessary information is provided in the instructions

Watch student flow GIF by @sarahbradier on Gfycat. Discover more related GIFs on Gfycat

 

Reflection

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Why this solution works

It benefits the users

“I feel more confident knowing the instructions early, and that I can get helpful hints along the way."

“I’m not distracted by the amount of information anymore.”

It benefits Skale

  • Reduces training time

  • Practice sessions are more effective

  • Client can better analyze salesperson performance in the role play

  • Added ability to collect valuable qualitative and quantitative feedback

Future Considerations

Skale was interested in applying gamification for the initial strategy, but we felt that solving for the key confusion points were more important for the three-week design sprint. With our prototype in a good place, we would like to extend our next steps into gamification strategies to further engage the user.