Category /
UI/UX Design
Skilvul Mentor On Demand Website Design
This project is part of the UI/UX virtual internship program implemented by Skilvul for the Kampus Merdeka program by Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi Republik Indonesia.
Client:
Skilvul
Year:
2021
Role:
UI/UX Designer
Overview
This UX Case Study is the second project of my group at the Merdeka Campus and Certified Independent Studies (MSIB) at one of the institutions in Indonesia, Skilvul — PT. Impactbyte Educational Technology. Here I am Rachel Jessica Silalahi, Yudi Tara, and Nanda Syaisarrani will provide an overview of the design solutions to the problems we got based on case studies provided by Challenge Partners.
Problem
Some students are unable to do learning in crowded conditions. Some of the reasons were because they were embarrassed to ask questions, did not feel confident, and even feared that the questions asked were laughed at by other participants. Not only that, even receiving learning and giving feedback related to teaching and learning activities can also be said that they are not sure that they are comfortable following it. Based on the research we did, they said that a place for learning one tutor with one student would give them comfort, be free to ask anything without feeling awkward, and get more intensive directions. This activity is usually called one on one mentoring which is carried out individually, where one or more knowledgeable and experienced experts will act as mentors who will provide views, guidance, suggestions and feedback to the taught party (mentee).
Goals
Finding out user needs in the use of a mentoring-based learning system
Finding out user needs in the use of online mentoring-based learning systems
Finding out user habits and motivations in using online mentoring learning systems
Find out the level of usability, convenience, and satisfaction of the idea solutions offered in each task flow that can be used by users, such as logging in or registering, finding mentors, searching topics, contacting mentors via chat, viewing mentor profiles, and hiring mentors
Finding out the problems and obstacles faced by users in the use of online mentoring-based learning systems
Empathize
This stage is the first stage to get an understanding of the problem to be solved. What users want by using Secondary and Primary Research. The goal is that the problems users really want to solve can run smoothly. We classify problems using Empathy Maps, there are think & feels, hear, see, and say & do.
Pain Point
This pain point refers to problems or difficulties experienced by users in the context of using online and offline learning products. The following summarizes the obstacles, inconveniences, or unmet needs felt by users when using online and offline learning.
User Persona
User personas here are needed to help us better understand the wants and needs of users starting from who they are, their problems and what users want.
Ideate
Each group member can provide their own opinions and design solutions, according to the problems that have been identified in the previous stage. All opinions are collected, and determined through voting which will be the main design solution that will be developed in the next stage.
UI Design
The UI design process aims to create an interface that is intuitive, efficient, and satisfying for the user, while maintaining consistency with the solution ideas discussed in the previous stage.
Testing
Tests and evaluations of products are carried out to the public and the results will be made changes and improvements to get rid of problem solutions and get a deep understanding of the product and its users.
Any assumptions, ideas, or changes in appearance need to be clarified by testing. We did user research and recorded user testing data with 4 students.
We also conduct testing using the System Usability Scale methodology. The System Usability Scale (SUS) is a simple scale with ten items that provides a global view of subjective assessments of usability. The SUS has 10 statements that use a 5-point Likert Scale. Respondents were asked to rate “Strongly disagree”, “Disagree”, “Neutral/Doubtful”, “Agree”, and “Strongly agree”.
SUS yields a single number representing a composite measure of the overall usability of the system being studied. Note that scores for individual items are not meaningful on their own. To calculate the SUS score, first sum the score contributions from each item. Each item's score contribution will range from 0 to 4. For items 1,3,5,7,and 9 the score contribution is the scale position minus 1. For items 2,4,6,8 and 10, the contribution is 5 minus the scale position. Multiply the sum of the scores by 2.5 to obtain the overall value of SU.
SUS score is considered Good if it is worth more than 70.4 (Bangor et al., 2009). The average SUS score from Skilvul Mentoring is 68,125 in the OK category.