Mobile
August 24, 2021

Breakout Question Experience

Breakout Question Experience | Noon Academy
CLIENT
Noon Academy
Project Date
Jan-Feb 2020
Project Duration
1 month
Platform
Mobile
MY ROLE

I worked on this project as a lead UX designer.

Main areas of responsibility:

  • Planning (performing requirements gathering and setting the strategy)
  • UX analysis (preparing flows, personas, and analyzing research findings)
  • Design (creating mid and high fidelity screens)
  • Interactive prototyping (designing the basic flow and interactions)
  • Conducting usability testing (on the design level)
  • UX Writing (writing the copy including messages and labels)
  • Handing off the final design to the developers
PROJECT SUMMARY

In the post-covid era, keeping the students engaged and willing to participate in online classroom discussions is becoming one of the major challenges to the design teams in all different learning platforms; however, in Noon Academy, we decided to add a tweak that totally changed this to our favor!

As the lead UX designer in this project, I was responsible for reflecting Noonacademy's new direction towards applying the "social learning" theory in a digital environment. Designing this peer-to-peer learning feature is the first and most important feature of this kind in the application because it transforms the concept of distance learning to be learning with interactive communication with the teacher and colleagues. In this case study, I will present how creating a collaborative environment for students resulted in a great surge in interaction numbers!

What exactly is social learning? "Social learning" is one of the most applauded learning theories in the world. It emphasizes the importance of learning in a social context with interactions of other people. Learners tend to observe the people around them and imitate their behaviors and actions. They learn with their peers, so through observations and interactions, they have various 'models' to learn from.

So where is the magic in this feature? The answer is not in what was added, but in what value the new design allowed the students to add. Through designing features that revolve around putting the "social learning" theory into practice, I created a complete flow based on the correlation between interaction and learning. As a result, students could have better comprehension as they interact and enjoy learning with other peers and overall have a good time that is translated into a longer time spent on the app. In other words and from a mere educational perspective, social interaction between peers enhanced the learning experience and increased the cognitive skills between the students.

Project Objectives
  • Increasing the participation rate of the students
  • Boosting the retention rate
  • Achieving a surge in the percentage of active users
  • Extending the time spent in the session
  • Building a solid peer-to-peer learning
  • Introducing the gamification model in the session

#1 The Challenge / Problem

The biggest online learning challenge in this UX project is distance and social isolation.

When learning remotely, the student does not interact, but only listens to the teacher. With this feeling of increased isolation, it becomes as if he is merely listening to a recorded lesson. Hence, the major problem question was: How we can let the students feel the urge to interact online? The answer came up with the concept of "social learning" and was put into practice with the breakout groups feature.

To imitate students' interaction and participation in the physical classroom, I had to research the old drawbacks in the previous user flow and go beyond the old public chat feature. As this chat feature enabled no interaction among the students, the UX research showed the interaction numbers to be very low:

  • The feature only enabled limited interaction to the students (only answering questions). Moreover, only 36% of the students responded to the teacher's questions during the session.
  • Also, I have found an apparent difference in engagement rates, and based on this, I differentiated between two types of users: "Social Students" who interact with their peers and "Tutoring-Centric Students" who prefer using tutoring features:
  • The average mins/day for engaging "Social Students" is 79 mins per day, and "Tutoring-Centric Students" only got 36 mins per day!/ The "Social Students" visit noon 4 days/week, and "Tutoring-Centric Students" visit noon 2.5 days/week!

Based on this research, I could find the perfect opportunity here to increase the time students spend on Noon academy by introducing some new features which encourage all students to be "Social Students". The interaction; thus, will not only be limited between the student and the teacher, but also among the students themselves.

I created 2 main personas for this new flow:

  1. The HELPERS, the expert students who would like to help other students by discussing the answers
  2. The ASKERS, they have some doubts or need some help with a question

#2 The Solution

The steps I took to get this amazing feature to milli0n$ of students using Noon Academy:

  1. KICKOFF
  • Before we kick off the project, we didn't have a complete vision for all the features we will add, neither did we figure out the way they will function simultaneously with other features in the app and website. So, I together with the team, the product manager, UX researcher, and me as a UX designer made a workshop for 3 days in the Cairo office to define the logic and sketch the user flow from A to Z and think about all the possible edge cases.


  1. DISCOVERY

I started the design process by first analyzing the requirements and the business goals for the new design direction. Then with the cooperation of the product manager, we set the strategy and defined the scope for the first version.

  • Looking deep into the user research findings

  • Defining the personas "while responding and answering questions and their motives"

  • User Flow

  1. DESIGN
  • Sketching the initial flows
  • Defining the design principles
  • Designing the layout and main components
  • Designing hi-fi screens and covering all states and edge cases
This project designed 100% using Adobe XD

  • Forming Teams

Teams are formed after 5 mins from the beginning of the session. Students who join after this time are auto-assigned to the existing teams. The team's size varies between 3-5 students

  • Onboarding

Students get to know their team's name and teammates. Each team has a cool and unique name and badge, so students will absolutely love to be a part of that awesome team.

  • Starting a question

A countdown will show up every time before the team starts discussing and answering questions to ensure that they are ready for the new experience.

  • Communication

For discussing the questions, students may choose between the mic or the chat options, or both at the same time.
The audio-chat is a new feature in Noon Academy, so the mic is turned off by default and a coach mark is displayed to educate students on how they can use it.

  • Question flow A

After the team is ready to begin. First, it is the discussion time with teammates as the question body shows-up while the multiple-choice list of answers remains hidden. They only appear in the last 10 secs to enable more discussion time.

  • Question flow B

This flow is a bit different from flow A. Here students begin with choosing an option. Then, after the first half of time passes, the discussion begins giving them the other half to discuss their choices. During the remaining time, students can view others' choices and modify their own initial selection.

  • After the question's time ends

Each team will know their results directly after each question. The screen shows the team's score and the overall question points. Also, I prepared a set of motivational messages that will change based on the team's performance.

  • Leaderboard

Students can view the leaderboard list when they get back to session mode. Here, they can know their rank and points and see where they stand among other teams.

  1. TESTING

  • Creating interactive prototypes for usability testing

I prepared interactive prototypes for both flows in Arabic using Adobe XD to test the designs before starting the development process and to ensure that we cover all status. From the quick feedback we got, we could build a solid experience

  • Conducting user interviews and usability testing with specific tasks

I assisted in the usability testing with our UX researcher to be closer to the user's view and better understand their motives and frustrations. we came with very good feedback. Because any change will cost more time and cost if we waited after the development phase, we started the usability testing right away with the interactive prototypes I designed. Based on the feedback we received, I made simple changes to the design before handing the designs over to the developers.

#3 The Results

Success metrics:

  • +55% increase in the participation rate! incredible impact
  • +70% mic activation rate during the breakout experience
  • +75% increase in the correct answer percentage

Reflections and lessons learnt:

  • Finding solutions and enhancements to emerging insights and collected data; ie: elementary students use the mic feature the most and the secondary students came the least in engagement.
  • We found that few students are idle (ghosts). They don't talk, send a message or select an answer. This behavior is harmful to their teams' points.
  • When designing a learning feature, we must take into consideration that it will be joyful, fresh, and motivating
  • Students are encouraged more when they are a part of a team
  • The time's placement in the design is very important to push students forward
  • Applying education theories (including social learning which is applied in this project) in design practices lead to magnificent results because it is work done based on research

Project next steps:

  • Allowing students to choose their teams
  • Introducing sending "reactions"  to friends feature
  • Introducing gamification system inside breakout experience

This feature became the most effective feature in the social impact

Thanks for reaching this point, I really appreciate it! I would like to hear a feedback from you

Made with love with Noonacademy awesome team

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I've worked for 36 months as a remotely designer, I'm working in flexible hours for many countries

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