Atheros Learning
Overview
Atheros Intelligence released the first product in 2021. The first release contains responsive web-based application allowing users to buy and study design and development courses. My own design course served as a pilot of the platform. Nowadays the platform is used by thousands of students from more than 40 countries every week, to boost their skills and get mentoring from the industry experts. As a part of the product roadmap, Atheros is implementing also native mobile app for iOS and Android to make the e-learning even more accessible for the customers.
Emphasize & Define
Atheros is working with four core personas for the Atheros Learning platform. These four personas are divided into two groups. The first group consists of the personas Adam and Emma, representing designers with different backgrounds. The persona of Adam is a junior or even aspiring designer looking for first work experience and skills to help him get a foothold in the design job market. At the same time, Adam is unsure if his skills are sufficient and is looking for a holistic overview of the user experience design process and a mentor with whom to consult on his decisions and career development.
Persona Emma is also a designer, but has far more experience than Adam. Her primary goal is to seek new opportunities that would give her more work freedom. She also wants to develop her expertise in other areas such as development, business and social media. The personas were defined based on long-term data from platform customers, focus groups, and deep qualitative interviews with users.
...I often look at the reviews of previous students. I look mainly for the negative ones to find if there are any significant problems with a particular course content.
Andrea (21) - User Interview 04/2022
"Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book"
Joran Lee (Head of Marketing)
"Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book"
Kate Jose (Business Advisor)
As a part of the native mobile app, there were conducted special interviews with ten users. One of the deliverable was an empathy map, describing what users says, thinks, does and feels in relation to usage of mobile apps for e-learning.
User Stories & IA
For Atheros Learning there were defined 129 user stories for web-based app in total. These user stories are determined by two factors. The first factor represents user needs identified during interviews and other collected data. The second factor is the business part of the design process - vision of the company management determining the direction and functionality of the platform.
Based on the user stories, we constructed the information architecture visualized by sitemaps. The following example is showing general sitemap for Atheros Learning mobile app.
Wireframing
A follow-up activity to information architecture is wireframing for defining the structures of each screen. This activity is on the border between the idea generation and prototyping phases of the Design Thinking methodology.
Design System & High-fidelity
The main deliverables of the design process are the high-fidelity prototypes and design system in Figma, which is an awesome tool for connecting activities of all team members including designers, developers, project managers, founders, etc. The project includes prototypes of mobile native app as well as in-browser app. Both works with the same principles of design systems and token to maintain consistency across the all platform and improving learnability of the interfaces and boosting the development process.
Usability Testing
As mentioned Atheros Learning is still growing platform, so there are testing sessions on regular basis. Within this case study, there is presented first usability testing sessions of native mobile app. The user testing was carried out within the Figma prototype on the testers' mobile devices. The test was carried out using the UserTesting application, which allows screen recording while executing a predefined scenario.
The testing scenario itself is divided into five subtopics. The first topic is registration and login to the platform, including the process of resetting a forgotten password. After logging in, the user is prompted to describe their overall feelings about the application and subsequent purchase of a particular course. The third area of testing deals with the actual nature of the platform, i.e. learning through a recorded video and then completing a quiz. The user is then invited to contact any mentor via email, located on the mentor's profile. Based on the tasks given in the first four stages, the respondent is invited to complete an SUS questionnaire with a predefined structure where statements are rated based on a Likert scale. The last question is open-ended and gives respondents space to go through the entire application and share any suggestions for changes.