Remote +

Research / UX & UI Design / Testing / Evaluating
Project Overview

Remote+ is a mobile app that aims to make the e-learning pre-class experience faster, easier, and more fun for the international graduate student populations at the University of Toronto by allowing students to join meetings with one click and to engage with classmates through virtual party lounges.

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  • Client

    UofT’s Innovation Hub

  • Role

    User Research, Data Analysis, Prototyping, Usability Testing, Visual Design

  • Platform

    Desktop, Tablet, Mobile

Problem

Students are losing e-learning motivation because they lack of efficient methods to manage and enjoy school life remotely.

Process

  • Literature Reviews
  • Interviews
  • Surveys
  • Affinity Diagram
  • Persona
  • Empathy Map
  • As-is Scenario
  • Needs Statement
  • Big Ideas
  • Prioritization Grid
  • To-be Scenario
  • Hills
  • Low-fidelity Prototype
  • Rapid Iterations
  • Mid-fidelity Prototype
  • Usability Test
  • Next Step

User Research

We conducted surveys, interviews, and online research to reveal the problem areas of our targeted audiences - University of Toronto students who are taking remote classes. We recruited 37 participants to survey and 11 to interview. Pre-screening criteria are set to pre-filter results. Based on the interview result, we found that:

65%
Students believed they lacked a learning environment during remote learning.
62%
Students have difficulties managing class schedules with existing tools.
32%
Students found that it was hard to access the online classrooms.

From the 11 participants interviewed, we created an affinity diagram to gather key insights and summarize three main issues:

  • Overwhelming ways to find course channels, including Quercus announcement, UTmail+, syllabus, slake, discord.
  • Varying choices of scheduling tools range from Acorn, Quercus, physical calendars, notebooks, planning apps.
  • Fixed schedule mismatches real schedules in real life.

Research Analysis

We then conducted a research analysis sprint to develop our user empathy journey map.

Persona

Based on the survey and interview results, we summarized participants' identities and made them into a representative persona, Sandy Lopez.

Empathy Map

We summarized participants' words, behaviours, thoughts and feelings into an empathy map.

As-is Scenario

We described Sandy's journey to access a remote course using existing processes (e.g., through Quercus, Acorn, and other UofT's online teaching platforms).

Needs Statement

Finally, we concluded 5 Sandy's needs

Ideation

Big Ideas

We brainstormed 12 big ideas and narrowed them down to the top 5 that best target Sandy's major pain points of accessing remote classrooms, with respect to the user journey shown in the as-is scenario.

To-be Scenario

We envisioned Sandy's future journey of accessing remote classes if these top concepts were to be implemented and concluded on the following to-be scenario.

Prototyping

Low-fidelity Prototype

To conceptualize our ideas, we first drafted low fidelity sketches, which were then turned into a clickable medium fidelity prototype

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Medium-fidelity Prototype

When we turned the sketches into medium fidelity prototype, we made a couple of changes to the process of onboarding, joining meetings, and waiting such that:

  • 1) users receive more validations when the initial setup is completed

  • 2) users are directed to waiting rooms and are asked about device preferences at the end of the workflow

  • 3) users have access to party lounges, which include chat rooms and mini-games

  • 4) users have clearly labelled tab bar navigations for home, notifications, and settings

Evaluation

Usability Testing

When our mid-fidelity prototype was sufficient for testing, we invited four people to participate in our remote moderated usability test, where they completed tasks based on scenarios we formulated.

Task
  • Log in to the app, set up reminders, and device synchronization

  • Check timetable and join the upcoming class

  • Join a conversation on basketball and play a round of chess with classmates in the waiting room

  • Check class announcements via push notifications

Methods
  • Post-task interview
  • Post-test questionnaire
  • Observation
Recruited Users
  • Graduate student at UofT
  • International
  • 23 - 30 years old
Preparation
  • Consent form
  • Interview questions
  • Testing tasks
  • Links to Zoom and Prototype
Next Steps

With the user feedback, we were able to modify the interface to address issues.

  • Tutorials to guide new users

  • Calendar time indicators to clarify displayed time for out-of-province users

  • More gamified and socialized party lounges

  • Customizable reminder.

Lesson Learned

Although having brilliant ideas is crucial to a product's success, building a product that targets users' major pain points is what will speak to the audiences the most; therefore, it is sometimes necessary to let go of ideas.

Visual designs and color choices play a big role in guiding users and as well as telling stories.

A product is never truly completed and there are also next steps to consider.