
“
Empowering Lifelong Learners
with
Soft Skills Training
”

Retrospective: Strengthened Skills
Reflection & Future Direction
Core Features
1
Home Page & Navi Bar
Exploration stage
Delivers personalized content to streamline the learning experience and save valuable time.
Provides instant AI-powered support to enhance engagement and accelerate skill development.
2
SEARCH BAR & FILTERS
SEARCHING stage
Effortlessly locates relevant learning materials to support user goals.
Streamlines the experience with intelligent filters that make content discovery faster and more intuitive.
3
INTERACTIVE CONTENTS
ENGAGEMENT stage
Learns through engaging micro-content that delivers insights in bite-sized, actionable formats.
Builds understanding via community support, fostering shared knowledge and peer-driven growth.
4
AI CHAT & PRACTICING
PRACTICE stage
Practices real-world scenarios to build confidence and apply knowledge in authentic contexts.
Improves skills with instant feedback that reinforces learning and accelerates personal growth.
The redesigned ABC Education platform broadens its reach by engaging adults and professionals, delivering practical, real-life results tailored to workplace needs. Backed by final user testing—where 85% reported improved relevance—it fosters lifelong learning across all age groups.
Solution Highlights
Personalised
Learning Paths
Based on users' preference, AI adjusts learning suggestions in real-time to ensure flexible, efficient learning.
AI Real-time
Interactive Practice
Conduct simulated workplace scenario conversations with AI assistants to obtain suggestions and improve skills.
Micro-learning &
Interactive Videos
interactive videos and mini-sized quizzes are featured to reinforce understanding and boost retention.
Community Support
The learning community promotes users' experience sharing, feedback acquisition, and guidance seeking.
Expanding ABC Education
A research and refinement project to optimize ABC Education’s mobile interface, expanding its offerings to better serve lifelong learners. Designed solutions that enhance user engagement and retention through micro-learning and soft skills development.
Client
ABC Education
Key Roles
Product and User Research
Wireframes and Prototypes
User Testing
3d Modelling and Video Making
Tools
Figma
Figjam
Adobe Creative Suites
ClickUp
Project Length
Aug. 2024 - Nov. 2024
(3 months)
Research Skills
Research skills—particularly academic ones—were significantly strengthened through continuous, in-depth investigation of resources.
Workload Management
Weekly workload coordination and regular team meetings enhanced sense of responsibility and boosted overall efficiency.
User Testing Skills
Multiple rounds of user testing strengthened the ability to communicate with and guide participants, leading to more accurate feedback.
High-fidelity Prototyping
Engaging in high-fidelity prototyping encouraged me to learn Figma components and refine skills for future projects.
Project Overview
As online education continues to grow in scale and diversity, ABC Education faces a critical opportunity to reimagine its formats and content to better serve learners of all ages and backgrounds, optimize and expand the existing features of ABC Education, with a focus on the lifelong learning needs. By introducing targeted soft skill training tailored for workplace success, the redesigned experience empowers learners to move beyond traditional classroom boundaries—embracing a flexible, multi-channel approach to continuous personal and professional growth.
Goals
Expanded ABC Education’s scope to include lifelong learners beyond its original target audience
Incorporated strategies such as micro-learning and serotonin resets to enhance engagement and retention
Focused on soft skill development, including Communication, Teamwork, Time Management, Problem-solving, Leadership…
Deliverables
Reveal the gap in depth and adaptability for broader, continuous learning
Design resources tailored to a multi-generational audience
Key Design Principles
Principle #4
Supportive Community
Principle #5
Active Engagement
Principle #6
Flexible Learning
Principle #1
Personalised Learning Path
Principle #2
Innovative Delivery
Principle #3
Accessible Resources
Impact & Outcomes
85%
Improved their learning efficiency
Personalised Learning Path
75%
Obtained better practical opportunities in simulated scenarios
AI Interactive Functions
01
Expands ABC Education’s user base by attracting adults and professionals.
02
Enhances practical value, offering immediate results in real-life APP.
03
Promotes continuous learning across all age groups, supporting a lifelong learning culture.
Throughout the design process, while expanding the content theme according to ABC Education's Brief, this project used the Double-Diamond Design Model as the overall design framework and adhered to the user-centred design principle. To better serve lifelong learners, from problem discovery and definition to solution development and delivery, key methods and tools were used at each stage and continuously iterated and optimised through user feedback.
Design Process
Conception
Completion
SOLUTION SPACE
Know How
Solution
Don’t Know
PROBLEM SPACE
The Flow
process
The Involvement
people
The Outcome
purpose
DISCOVER
DEFINE
DEVELOP
DELIVER
WEEK 1
WEEK 4
WEEK 5
WEEK 6
WEEK 7
WEEK 8 - 9
WEEK 10
WEEK 11
Discover Phase
01
Market Research & Competitor Analysis
User Interviews & Online Ethnography
User interviews and market research are used to uncover real learner challenges, inform design direction through insights on motivations and preferences, and identify strategic opportunities for ABC Education’s growth and differentiation.
Graduation Studio: Work-In-Progress
Sep 24, 2024
Discover
1 of 4
Project
Phases01
Product Research
1 week
Our primary focus is to understand the relationship between the ABC Education product and its stakeholders, along with its market positioning. To gather information, the stakeholder map analysis and competitive analysis are conducted at this early stage. This understanding is crucial for informing our future product design, ensuring alignment with stakeholder needs and competitive advantages in the market.
02
Academic Research
1-2 weeks
To further understand the local market and trends in Australia, we conducted academic researches on the strengths and weaknesses of the ABC Education product; user behaviors, needs and trends in online learning in Australia, as well as data-supported, high-potential topics in soft skills training. We are able to further identify product needs and the significance of our design — both for ABC Education and our targeted lifelong learners.
03
User Research
4-5 days
To gather insights from target and potential users, we managed semi-structured interviews and online ethnography as our primary research methods, collecting both local and online samples to obtain more comprehensive and relevant feedback. These approaches allowed us to build detailed user personas and explore their genuine needs.
by TUT03 Group4
07
Product Research
Stakeholder Maps: Help us identify the key players and institutions that influence the user learning experience.
Competitor analysis: Analyze the functions and user pain points of online education platforms to provide reference for design.
Conduct Researches
Role: Provide market benchmarks and user insights for our design, ensuring that solutions meet user needs and are competitive.
Academic Research
Conduct Researches
ABC Education
Target Users: Students (Foundation to Year 10), with teachers, schools, and parents also being target users.
Unique Value: Free learning resources (videos, games, interactive tools) connected to the Australian curriculum.
Stregths: Strong curriculum alignment, gamification, and interactive tools for engagement.
Weaknesses: Limited content delivery methods, lack of detailed categorization.
Future Weaknesses for Adult Learners: Lack of in-depth theoretical content, in need of real-world scenario simulations or practical application.
Market Analysis
What ABC’s currently offering..
Role: Provide foundation for understanding, ensure our design solutions are data-driven, effectively address user needs, and strategically positioned within the market.
42% of Australians aged 15-74 years had participated in learning in the last 12 months (7.8 million people).
21% were studying for a formal qualification.
23% did work-related training.
19%
55%
Year
Rate of Online Learning
2016-17
2020-21
42%
21%
23%
Video Content
Benefits of teamwork in robotics
Article
Students use design thinking to tackle real-world problems
Video Content
What's the point of communicating how I'm feeling?
Conduct Researches
Academic Research - Skill Gaps
What is Skills Gap?
Major Skills Gap in Workplace
Current Trends
Related Stakeholders
Skills gap refers to the disparity between the skills an employer expects their employees to have and the actual skills employees possess, including technical and interpersonal skills.
Some also mentioned Critical Thinking, Conflict Resolution and Public Speaking (Jackson, D. & Chapman, E. 2012).
Fresh Graduates / University Students - These skills are highly sought after by employers but are often lacking among new graduates.
Firms - 34% employers in Australia report difficulties in finding candidates with the necessary soft skills. However, most of the firms view soft skills training as an expense rather than a profitable investment.
Employees - The lack of soft skills can lead to increased pressure from the firms or self-imposed stress, include but not limited to work content, environment and mental well-being.
76%
Skills gap are reported more and more common in workplace, around 76% of the managers report a skills gap. (Lindorff, M. 2011)
Leadership
Perfessional & Industry-specific Skills
Process & Project Management Skills
Communication & Interpersonal Skills
34%
22%
52%
56%
64%
33%
27%
23%
Year
Soft Skills Requirement
2000
2020
2025
2035
Role: Highlight the importance of our design focus and the necessity of selection, provide theoretical support.
User Research
Interviews: Semi-structured interviews with learners from different backgrounds are conducted to capture their learning motivations, challenges and goals.
Online ethnography: Observing user behavior and interaction on the skill learning platform to capture real usage scenarios and pain points.
Conduct Researches
Role: help us tap into the deep needs of our users and ensure that the design is user-centered and meets their real needs.
Graduation Studio: Work-In-Progress
Sep 24, 2024
Discover
1 of 4
Project
Phases01
Product Research
1 week
Our primary focus is to understand the relationship between the ABC Education product and its stakeholders, along with its market positioning. To gather information, the stakeholder map analysis and competitive analysis are conducted at this early stage. This understanding is crucial for informing our future product design, ensuring alignment with stakeholder needs and competitive advantages in the market.
02
Academic Research
1-2 weeks
To further understand the local market and trends in Australia, we conducted academic researches on the strengths and weaknesses of the ABC Education product; user behaviors, needs and trends in online learning in Australia, as well as data-supported, high-potential topics in soft skills training. We are able to further identify product needs and the significance of our design — both for ABC Education and our targeted lifelong learners.
03
User Research
4-5 days
To gather insights from target and potential users, we managed semi-structured interviews and online ethnography as our primary research methods, collecting both local and online samples to obtain more comprehensive and relevant feedback. These approaches allowed us to build detailed user personas and explore their genuine needs.
by TUT03 Group4
07
Product Research
Stakeholder Maps: Help us identify the key players and institutions that influence the user learning experience.
Competitor analysis: Analyze the functions and user pain points of online education platforms to provide reference for design.
Conduct Researches
Role: Provide market benchmarks and user insights for our design, ensuring that solutions meet user needs and are competitive.
Academic Research
Conduct Researches
ABC Education
Target Users: Students (Foundation to Year 10), with teachers, schools, and parents also being target users.
Unique Value: Free learning resources (videos, games, interactive tools) connected to the Australian curriculum.
Stregths: Strong curriculum alignment, gamification, and interactive tools for engagement.
Weaknesses: Limited content delivery methods, lack of detailed categorization.
Future Weaknesses for Adult Learners: Lack of in-depth theoretical content, in need of real-world scenario simulations or practical application.
Market Analysis
What ABC’s currently offering..
Role: Provide foundation for understanding, ensure our design solutions are data-driven, effectively address user needs, and strategically positioned within the market.
42% of Australians aged 15-74 years had participated in learning in the last 12 months (7.8 million people).
21% were studying for a formal qualification.
23% did work-related training.
19%
55%
Year
Rate of Online Learning
2016-17
2020-21
42%
21%
23%
Video Content
Benefits of teamwork in robotics
Article
Students use design thinking to tackle real-world problems
Video Content
What's the point of communicating how I'm feeling?
Conduct Researches
Academic Research - Skill Gaps
What is Skills Gap?
Major Skills Gap in Workplace
Current Trends
Related Stakeholders
Skills gap refers to the disparity between the skills an employer expects their employees to have and the actual skills employees possess, including technical and interpersonal skills.
Some also mentioned Critical Thinking, Conflict Resolution and Public Speaking (Jackson, D. & Chapman, E. 2012).
Fresh Graduates / University Students - These skills are highly sought after by employers but are often lacking among new graduates.
Firms - 34% employers in Australia report difficulties in finding candidates with the necessary soft skills. However, most of the firms view soft skills training as an expense rather than a profitable investment.
Employees - The lack of soft skills can lead to increased pressure from the firms or self-imposed stress, include but not limited to work content, environment and mental well-being.
76%
Skills gap are reported more and more common in workplace, around 76% of the managers report a skills gap. (Lindorff, M. 2011)
Leadership
Perfessional & Industry-specific Skills
Process & Project Management Skills
Communication & Interpersonal Skills
34%
22%
52%
56%
64%
33%
27%
23%
Year
Soft Skills Requirement
2000
2020
2025
2035
Role: Highlight the importance of our design focus and the necessity of selection, provide theoretical support.
User Research
Interviews: Semi-structured interviews with learners from different backgrounds are conducted to capture their learning motivations, challenges and goals.
Online ethnography: Observing user behavior and interaction on the skill learning platform to capture real usage scenarios and pain points.
Conduct Researches
Role: help us tap into the deep needs of our users and ensure that the design is user-centered and meets their real needs.
Graduation Studio: Work-In-Progress
Sep 24, 2024
Discover
1 of 4
Project
Phases01
Product Research
1 week
Our primary focus is to understand the relationship between the ABC Education product and its stakeholders, along with its market positioning. To gather information, the stakeholder map analysis and competitive analysis are conducted at this early stage. This understanding is crucial for informing our future product design, ensuring alignment with stakeholder needs and competitive advantages in the market.
02
Academic Research
1-2 weeks
To further understand the local market and trends in Australia, we conducted academic researches on the strengths and weaknesses of the ABC Education product; user behaviors, needs and trends in online learning in Australia, as well as data-supported, high-potential topics in soft skills training. We are able to further identify product needs and the significance of our design — both for ABC Education and our targeted lifelong learners.
03
User Research
4-5 days
To gather insights from target and potential users, we managed semi-structured interviews and online ethnography as our primary research methods, collecting both local and online samples to obtain more comprehensive and relevant feedback. These approaches allowed us to build detailed user personas and explore their genuine needs.
by TUT03 Group4
07
Product Research
Stakeholder Maps: Help us identify the key players and institutions that influence the user learning experience.
Competitor analysis: Analyze the functions and user pain points of online education platforms to provide reference for design.
Conduct Researches
Role: Provide market benchmarks and user insights for our design, ensuring that solutions meet user needs and are competitive.
Academic Research
Conduct Researches
ABC Education
Target Users: Students (Foundation to Year 10), with teachers, schools, and parents also being target users.
Unique Value: Free learning resources (videos, games, interactive tools) connected to the Australian curriculum.
Stregths: Strong curriculum alignment, gamification, and interactive tools for engagement.
Weaknesses: Limited content delivery methods, lack of detailed categorization.
Future Weaknesses for Adult Learners: Lack of in-depth theoretical content, in need of real-world scenario simulations or practical application.
Market Analysis
What ABC’s currently offering..
Role: Provide foundation for understanding, ensure our design solutions are data-driven, effectively address user needs, and strategically positioned within the market.
42% of Australians aged 15-74 years had participated in learning in the last 12 months (7.8 million people).
21% were studying for a formal qualification.
23% did work-related training.
19%
55%
Year
Rate of Online Learning
2016-17
2020-21
42%
21%
23%
Video Content
Benefits of teamwork in robotics
Article
Students use design thinking to tackle real-world problems
Video Content
What's the point of communicating how I'm feeling?
Conduct Researches
Academic Research - Skill Gaps
What is Skills Gap?
Major Skills Gap in Workplace
Current Trends
Related Stakeholders
Skills gap refers to the disparity between the skills an employer expects their employees to have and the actual skills employees possess, including technical and interpersonal skills.
Some also mentioned Critical Thinking, Conflict Resolution and Public Speaking (Jackson, D. & Chapman, E. 2012).
Fresh Graduates / University Students - These skills are highly sought after by employers but are often lacking among new graduates.
Firms - 34% employers in Australia report difficulties in finding candidates with the necessary soft skills. However, most of the firms view soft skills training as an expense rather than a profitable investment.
Employees - The lack of soft skills can lead to increased pressure from the firms or self-imposed stress, include but not limited to work content, environment and mental well-being.
76%
Skills gap are reported more and more common in workplace, around 76% of the managers report a skills gap. (Lindorff, M. 2011)
Leadership
Perfessional & Industry-specific Skills
Process & Project Management Skills
Communication & Interpersonal Skills
34%
22%
52%
56%
64%
33%
27%
23%
Year
Soft Skills Requirement
2000
2020
2025
2035
Role: Highlight the importance of our design focus and the necessity of selection, provide theoretical support.
User Research
Interviews: Semi-structured interviews with learners from different backgrounds are conducted to capture their learning motivations, challenges and goals.
Online ethnography: Observing user behavior and interaction on the skill learning platform to capture real usage scenarios and pain points.
Conduct Researches
Role: help us tap into the deep needs of our users and ensure that the design is user-centered and meets their real needs.
Graduation Studio: Work-In-Progress
Sep 24, 2024
Discover
1 of 4
Project
Phases01
Product Research
1 week
Our primary focus is to understand the relationship between the ABC Education product and its stakeholders, along with its market positioning. To gather information, the stakeholder map analysis and competitive analysis are conducted at this early stage. This understanding is crucial for informing our future product design, ensuring alignment with stakeholder needs and competitive advantages in the market.
02
Academic Research
1-2 weeks
To further understand the local market and trends in Australia, we conducted academic researches on the strengths and weaknesses of the ABC Education product; user behaviors, needs and trends in online learning in Australia, as well as data-supported, high-potential topics in soft skills training. We are able to further identify product needs and the significance of our design — both for ABC Education and our targeted lifelong learners.
03
User Research
4-5 days
To gather insights from target and potential users, we managed semi-structured interviews and online ethnography as our primary research methods, collecting both local and online samples to obtain more comprehensive and relevant feedback. These approaches allowed us to build detailed user personas and explore their genuine needs.
by TUT03 Group4
07
Product Research
Stakeholder Maps: Help us identify the key players and institutions that influence the user learning experience.
Competitor analysis: Analyze the functions and user pain points of online education platforms to provide reference for design.
Conduct Researches
Role: Provide market benchmarks and user insights for our design, ensuring that solutions meet user needs and are competitive.
Academic Research
Conduct Researches
ABC Education
Target Users: Students (Foundation to Year 10), with teachers, schools, and parents also being target users.
Unique Value: Free learning resources (videos, games, interactive tools) connected to the Australian curriculum.
Stregths: Strong curriculum alignment, gamification, and interactive tools for engagement.
Weaknesses: Limited content delivery methods, lack of detailed categorization.
Future Weaknesses for Adult Learners: Lack of in-depth theoretical content, in need of real-world scenario simulations or practical application.
Market Analysis
What ABC’s currently offering..
Role: Provide foundation for understanding, ensure our design solutions are data-driven, effectively address user needs, and strategically positioned within the market.
42% of Australians aged 15-74 years had participated in learning in the last 12 months (7.8 million people).
21% were studying for a formal qualification.
23% did work-related training.
19%
55%
Year
Rate of Online Learning
2016-17
2020-21
42%
21%
23%
Video Content
Benefits of teamwork in robotics
Article
Students use design thinking to tackle real-world problems
Video Content
What's the point of communicating how I'm feeling?
Conduct Researches
Academic Research - Skill Gaps
What is Skills Gap?
Major Skills Gap in Workplace
Current Trends
Related Stakeholders
Skills gap refers to the disparity between the skills an employer expects their employees to have and the actual skills employees possess, including technical and interpersonal skills.
Some also mentioned Critical Thinking, Conflict Resolution and Public Speaking (Jackson, D. & Chapman, E. 2012).
Fresh Graduates / University Students - These skills are highly sought after by employers but are often lacking among new graduates.
Firms - 34% employers in Australia report difficulties in finding candidates with the necessary soft skills. However, most of the firms view soft skills training as an expense rather than a profitable investment.
Employees - The lack of soft skills can lead to increased pressure from the firms or self-imposed stress, include but not limited to work content, environment and mental well-being.
76%
Skills gap are reported more and more common in workplace, around 76% of the managers report a skills gap. (Lindorff, M. 2011)
Leadership
Perfessional & Industry-specific Skills
Process & Project Management Skills
Communication & Interpersonal Skills
34%
22%
52%
56%
64%
33%
27%
23%
Year
Soft Skills Requirement
2000
2020
2025
2035
Role: Highlight the importance of our design focus and the necessity of selection, provide theoretical support.
User Research
Interviews: Semi-structured interviews with learners from different backgrounds are conducted to capture their learning motivations, challenges and goals.
Online ethnography: Observing user behavior and interaction on the skill learning platform to capture real usage scenarios and pain points.
Conduct Researches
Role: help us tap into the deep needs of our users and ensure that the design is user-centered and meets their real needs.
Define Phase
02
User Personas
User Flow / User Journey Map
Refined research insights by creating user personas to centralize user needs, behaviors, and pain points for targeted design decisions, supplemented them with user journey map to visualize user paths, highlight key interaction challenges.
Graduation Studio: Work-In-Progress
Sep 24, 2024
Define
2 of 4
Project
Phases01
Synthesis Insights
4-5 weeks
Through our researches from product, academic and user aspects, we are able to assess current product capabilities, gain understandings of the local market, delve into existing academic knowledge and gather direct feedback from users. These insights guide us in defining our design approach and addressing key sectors for further development.
02
How Might We...
1-2 weeks
We asked a series of "How Might We" (HMW) questions based on research insights to guide design direction. For example: how can we simplify the learning path for users so that they can more easily find quality skills training resources? These questions help us translate user requirements into specific design challenges, ensuring that the next design phase remains user-centric.
by TUT03 Group4
12
Synthesis Insights
Find Insights
From Product Research
Course Quality Control
Exceptional course quality control with qualified instructors, content evaluation and feedback could be provided
Interactive Learning Features
More interactive elements to enhance learner engagement are needed
Customized Time Control
Provide customizable course time allocation for adjusting course duration according to various needs
From Academic Research
ABC Education
Could focus on expanding ABC Education’s content delivery methods and improving detailed categorization
Rapid Growth in Online Learning
The prevalent method for delivering educational content
High flexibility and quick access to up-to-dated courses
Unneglectable Skills Gap
More and more common in workplace
Highly required by fresh graduates, employees and firms
Lacking sufficient professional training and education
From User Research
Our Affinity Diagram provides insights from users, including:
Time Management Challenges
Difficulties balancing work and study time in busy schedules
Learning Strategies
Microlearning during commute or work breaks
A combination of self-study and mentorship is preferred
Need for Continuous Learning
Need to constantly learn new skills to stay competitive
Interested in learning from experts and exercises with real-time feedback
Find Insights
Expanded Content Focusing on Soft Skills
Mobile app
Interactive Content Delivery Method
Our Observations
Our Decisions
ABC’s adult users - teachers, schools, and parents
Rapid growth of online learning method
ABC currently offers fragmented and uncategorized soft skill related contents
ABC has limited content delivery methods
Users need to constantly learn new skills to stay competitive
Users generally conduct microlearning during commute or work breaks
Users prefer to learn from experts, mentors and exercise with real-time feedback
Synthesis Insights
Role: help us to combine and distill key findings from researches, develop a coherent and actionable understanding that support informed decision-making.
How might we...
Core HMW question: How Might We
provide personalised, convenient, and high-quality online learning experiences to help lifelong learners improve their soft skills and better meet career demands?
Form HMW Questions
Role: provides clear direction for our design and helps us design and test around the improvement of soft skills.
Graduation Studio: Work-In-Progress
Sep 24, 2024
Define
2 of 4
Project
Phases01
Synthesis Insights
4-5 weeks
Through our researches from product, academic and user aspects, we are able to assess current product capabilities, gain understandings of the local market, delve into existing academic knowledge and gather direct feedback from users. These insights guide us in defining our design approach and addressing key sectors for further development.
02
How Might We...
1-2 weeks
We asked a series of "How Might We" (HMW) questions based on research insights to guide design direction. For example: how can we simplify the learning path for users so that they can more easily find quality skills training resources? These questions help us translate user requirements into specific design challenges, ensuring that the next design phase remains user-centric.
by TUT03 Group4
12
Synthesis Insights
Find Insights
From Product Research
Course Quality Control
Exceptional course quality control with qualified instructors, content evaluation and feedback could be provided
Interactive Learning Features
More interactive elements to enhance learner engagement are needed
Customized Time Control
Provide customizable course time allocation for adjusting course duration according to various needs
From Academic Research
ABC Education
Could focus on expanding ABC Education’s content delivery methods and improving detailed categorization
Rapid Growth in Online Learning
The prevalent method for delivering educational content
High flexibility and quick access to up-to-dated courses
Unneglectable Skills Gap
More and more common in workplace
Highly required by fresh graduates, employees and firms
Lacking sufficient professional training and education
From User Research
Our Affinity Diagram provides insights from users, including:
Time Management Challenges
Difficulties balancing work and study time in busy schedules
Learning Strategies
Microlearning during commute or work breaks
A combination of self-study and mentorship is preferred
Need for Continuous Learning
Need to constantly learn new skills to stay competitive
Interested in learning from experts and exercises with real-time feedback
Find Insights
Expanded Content Focusing on Soft Skills
Mobile app
Interactive Content Delivery Method
Our Observations
Our Decisions
ABC’s adult users - teachers, schools, and parents
Rapid growth of online learning method
ABC currently offers fragmented and uncategorized soft skill related contents
ABC has limited content delivery methods
Users need to constantly learn new skills to stay competitive
Users generally conduct microlearning during commute or work breaks
Users prefer to learn from experts, mentors and exercise with real-time feedback
Synthesis Insights
Role: help us to combine and distill key findings from researches, develop a coherent and actionable understanding that support informed decision-making.
How might we...
Core HMW question: How Might We
provide personalised, convenient, and high-quality online learning experiences to help lifelong learners improve their soft skills and better meet career demands?
Form HMW Questions
Role: provides clear direction for our design and helps us design and test around the improvement of soft skills.
Graduation Studio: Work-In-Progress
Sep 24, 2024
Define
2 of 4
Project
Phases01
Synthesis Insights
4-5 weeks
Through our researches from product, academic and user aspects, we are able to assess current product capabilities, gain understandings of the local market, delve into existing academic knowledge and gather direct feedback from users. These insights guide us in defining our design approach and addressing key sectors for further development.
02
How Might We...
1-2 weeks
We asked a series of "How Might We" (HMW) questions based on research insights to guide design direction. For example: how can we simplify the learning path for users so that they can more easily find quality skills training resources? These questions help us translate user requirements into specific design challenges, ensuring that the next design phase remains user-centric.
by TUT03 Group4
12
Synthesis Insights
Find Insights
From Product Research
Course Quality Control
Exceptional course quality control with qualified instructors, content evaluation and feedback could be provided
Interactive Learning Features
More interactive elements to enhance learner engagement are needed
Customized Time Control
Provide customizable course time allocation for adjusting course duration according to various needs
From Academic Research
ABC Education
Could focus on expanding ABC Education’s content delivery methods and improving detailed categorization
Rapid Growth in Online Learning
The prevalent method for delivering educational content
High flexibility and quick access to up-to-dated courses
Unneglectable Skills Gap
More and more common in workplace
Highly required by fresh graduates, employees and firms
Lacking sufficient professional training and education
From User Research
Our Affinity Diagram provides insights from users, including:
Time Management Challenges
Difficulties balancing work and study time in busy schedules
Learning Strategies
Microlearning during commute or work breaks
A combination of self-study and mentorship is preferred
Need for Continuous Learning
Need to constantly learn new skills to stay competitive
Interested in learning from experts and exercises with real-time feedback
Find Insights
Expanded Content Focusing on Soft Skills
Mobile app
Interactive Content Delivery Method
Our Observations
Our Decisions
ABC’s adult users - teachers, schools, and parents
Rapid growth of online learning method
ABC currently offers fragmented and uncategorized soft skill related contents
ABC has limited content delivery methods
Users need to constantly learn new skills to stay competitive
Users generally conduct microlearning during commute or work breaks
Users prefer to learn from experts, mentors and exercise with real-time feedback
Synthesis Insights
Role: help us to combine and distill key findings from researches, develop a coherent and actionable understanding that support informed decision-making.
How might we...
Core HMW question: How Might We
provide personalised, convenient, and high-quality online learning experiences to help lifelong learners improve their soft skills and better meet career demands?
Form HMW Questions
Role: provides clear direction for our design and helps us design and test around the improvement of soft skills.
Graduation Studio: Work-In-Progress
Sep 24, 2024
Define
2 of 4
Project
Phases01
Synthesis Insights
4-5 weeks
Through our researches from product, academic and user aspects, we are able to assess current product capabilities, gain understandings of the local market, delve into existing academic knowledge and gather direct feedback from users. These insights guide us in defining our design approach and addressing key sectors for further development.
02
How Might We...
1-2 weeks
We asked a series of "How Might We" (HMW) questions based on research insights to guide design direction. For example: how can we simplify the learning path for users so that they can more easily find quality skills training resources? These questions help us translate user requirements into specific design challenges, ensuring that the next design phase remains user-centric.
by TUT03 Group4
12
Synthesis Insights
Find Insights
From Product Research
Course Quality Control
Exceptional course quality control with qualified instructors, content evaluation and feedback could be provided
Interactive Learning Features
More interactive elements to enhance learner engagement are needed
Customized Time Control
Provide customizable course time allocation for adjusting course duration according to various needs
From Academic Research
ABC Education
Could focus on expanding ABC Education’s content delivery methods and improving detailed categorization
Rapid Growth in Online Learning
The prevalent method for delivering educational content
High flexibility and quick access to up-to-dated courses
Unneglectable Skills Gap
More and more common in workplace
Highly required by fresh graduates, employees and firms
Lacking sufficient professional training and education
From User Research
Our Affinity Diagram provides insights from users, including:
Time Management Challenges
Difficulties balancing work and study time in busy schedules
Learning Strategies
Microlearning during commute or work breaks
A combination of self-study and mentorship is preferred
Need for Continuous Learning
Need to constantly learn new skills to stay competitive
Interested in learning from experts and exercises with real-time feedback
Find Insights
Expanded Content Focusing on Soft Skills
Mobile app
Interactive Content Delivery Method
Our Observations
Our Decisions
ABC’s adult users - teachers, schools, and parents
Rapid growth of online learning method
ABC currently offers fragmented and uncategorized soft skill related contents
ABC has limited content delivery methods
Users need to constantly learn new skills to stay competitive
Users generally conduct microlearning during commute or work breaks
Users prefer to learn from experts, mentors and exercise with real-time feedback
Synthesis Insights
Role: help us to combine and distill key findings from researches, develop a coherent and actionable understanding that support informed decision-making.
How might we...
Core HMW question: How Might We
provide personalised, convenient, and high-quality online learning experiences to help lifelong learners improve their soft skills and better meet career demands?
Form HMW Questions
Role: provides clear direction for our design and helps us design and test around the improvement of soft skills.
Develop Phase
03
Wireframe & Mid-Fidelity Prototypes
Usability Testing & SUS
Low-fidelity wireframes enable rapid, cost-effective iteration and early feedback, while mid-fidelity prototypes simulate real interactions for usability testing, allowing refinement of layout, practicality, and accessibility based on user insights.
Graduation Studio: Work-In-Progress
Sep 24, 2024
Develop
3 of 4
Project
Phasesby TUT03 Group4
16
01
Persona
2-3 day
During the development phase, we created user Personas, which gave us a deeper understanding of the target user's behavior and needs. Through the development of user personas, we ensure that the user experience is always considered in the design process, optimizing the user's learning path and content acquisition.
02
User Flow & Journey
1 week
By drawing user flow charts and user journey maps, we show the user's interaction process on the platform in detail. From registering and browsing courses to participating in learning activities, these charts help us identify and optimize key points in the user journey to enhance the overall user experience.
03
Wireframe & Prototype
1-2 weeks
Low-fidelity wireframes were created to show the basic layout and functional structure of the platform. These wireframes helped us define the placement of key interface elements and iterate quickly to test the interface with users to ensure that the design met their expectations.
The mid-fidelity prototype is reconstructed based on the wireframes to further test and verify the feasibility of the design scheme.
Personas
We created two primary user personas to help define the needs, motivations, and behavior patterns of our target users. These roles are based on previous user research and reflect users with different career backgrounds and learning goals.
Ideation
Role: help us stay focused on the target audience during the design process, ensuring that each design decision better meets the needs of the user.
Liam: A software development engineer seeking to improve his technical skills for career advancement.
Mandy: A new professional in marketing who is looking for an online learning platform to upgrade her skills and adapt to the changing workplace environment.
User Flow & Journey
User flow: Shows the steps and decision paths for users to complete tasks on the platform.
User journey: By identifying the emotional changes and needs of users at different stages, it helps us to better design solutions that meet the needs of users.
Ideation
Role: help us identify pain points that users may encounter throughout the process, so as to improve product design more specifically.
Wireframes
We use wireframes to clarifies the app's structure, ensuring alignment with user needs and project goals.
By integrating content from the ABC Education website, the project has improved interactivity and enhanced the search functionality, making it more user-friendly and accessible.
Ideation
Role: help us clearly define the structure and layout of the product,allowing the team to quickly visualize the basic framework of the product.
Prototype - mid-fidelity
Display function: The interface contains functional modules like recommended content, interactive video learning module, simulates the real learning scene of users.
Ideation
Role: help us get feedback from users at an early stage of the project, so that we can optimize the design more specifically and improve the end-user experience.
Graduation Studio: Work-In-Progress
Sep 24, 2024
Develop
3 of 4
Project
Phasesby TUT03 Group4
16
01
Persona
2-3 day
During the development phase, we created user Personas, which gave us a deeper understanding of the target user's behavior and needs. Through the development of user personas, we ensure that the user experience is always considered in the design process, optimizing the user's learning path and content acquisition.
02
User Flow & Journey
1 week
By drawing user flow charts and user journey maps, we show the user's interaction process on the platform in detail. From registering and browsing courses to participating in learning activities, these charts help us identify and optimize key points in the user journey to enhance the overall user experience.
03
Wireframe & Prototype
1-2 weeks
Low-fidelity wireframes were created to show the basic layout and functional structure of the platform. These wireframes helped us define the placement of key interface elements and iterate quickly to test the interface with users to ensure that the design met their expectations.
The mid-fidelity prototype is reconstructed based on the wireframes to further test and verify the feasibility of the design scheme.
Personas
We created two primary user personas to help define the needs, motivations, and behavior patterns of our target users. These roles are based on previous user research and reflect users with different career backgrounds and learning goals.
Ideation
Role: help us stay focused on the target audience during the design process, ensuring that each design decision better meets the needs of the user.
Liam: A software development engineer seeking to improve his technical skills for career advancement.
Mandy: A new professional in marketing who is looking for an online learning platform to upgrade her skills and adapt to the changing workplace environment.
User Flow & Journey
User flow: Shows the steps and decision paths for users to complete tasks on the platform.
User journey: By identifying the emotional changes and needs of users at different stages, it helps us to better design solutions that meet the needs of users.
Ideation
Role: help us identify pain points that users may encounter throughout the process, so as to improve product design more specifically.
Wireframes
We use wireframes to clarifies the app's structure, ensuring alignment with user needs and project goals.
By integrating content from the ABC Education website, the project has improved interactivity and enhanced the search functionality, making it more user-friendly and accessible.
Ideation
Role: help us clearly define the structure and layout of the product,allowing the team to quickly visualize the basic framework of the product.
Prototype - mid-fidelity
Display function: The interface contains functional modules like recommended content, interactive video learning module, simulates the real learning scene of users.
Ideation
Role: help us get feedback from users at an early stage of the project, so that we can optimize the design more specifically and improve the end-user experience.
Graduation Studio: Work-In-Progress
Sep 24, 2024
Develop
3 of 4
Project
Phasesby TUT03 Group4
16
01
Persona
2-3 day
During the development phase, we created user Personas, which gave us a deeper understanding of the target user's behavior and needs. Through the development of user personas, we ensure that the user experience is always considered in the design process, optimizing the user's learning path and content acquisition.
02
User Flow & Journey
1 week
By drawing user flow charts and user journey maps, we show the user's interaction process on the platform in detail. From registering and browsing courses to participating in learning activities, these charts help us identify and optimize key points in the user journey to enhance the overall user experience.
03
Wireframe & Prototype
1-2 weeks
Low-fidelity wireframes were created to show the basic layout and functional structure of the platform. These wireframes helped us define the placement of key interface elements and iterate quickly to test the interface with users to ensure that the design met their expectations.
The mid-fidelity prototype is reconstructed based on the wireframes to further test and verify the feasibility of the design scheme.
Personas
We created two primary user personas to help define the needs, motivations, and behavior patterns of our target users. These roles are based on previous user research and reflect users with different career backgrounds and learning goals.
Ideation
Role: help us stay focused on the target audience during the design process, ensuring that each design decision better meets the needs of the user.
Liam: A software development engineer seeking to improve his technical skills for career advancement.
Mandy: A new professional in marketing who is looking for an online learning platform to upgrade her skills and adapt to the changing workplace environment.
User Flow & Journey
User flow: Shows the steps and decision paths for users to complete tasks on the platform.
User journey: By identifying the emotional changes and needs of users at different stages, it helps us to better design solutions that meet the needs of users.
Ideation
Role: help us identify pain points that users may encounter throughout the process, so as to improve product design more specifically.
Wireframes
We use wireframes to clarifies the app's structure, ensuring alignment with user needs and project goals.
By integrating content from the ABC Education website, the project has improved interactivity and enhanced the search functionality, making it more user-friendly and accessible.
Ideation
Role: help us clearly define the structure and layout of the product,allowing the team to quickly visualize the basic framework of the product.
Prototype - mid-fidelity
Display function: The interface contains functional modules like recommended content, interactive video learning module, simulates the real learning scene of users.
Ideation
Role: help us get feedback from users at an early stage of the project, so that we can optimize the design more specifically and improve the end-user experience.
Graduation Studio: Work-In-Progress
Sep 24, 2024
Develop
3 of 4
Project
Phasesby TUT03 Group4
16
01
Persona
2-3 day
During the development phase, we created user Personas, which gave us a deeper understanding of the target user's behavior and needs. Through the development of user personas, we ensure that the user experience is always considered in the design process, optimizing the user's learning path and content acquisition.
02
User Flow & Journey
1 week
By drawing user flow charts and user journey maps, we show the user's interaction process on the platform in detail. From registering and browsing courses to participating in learning activities, these charts help us identify and optimize key points in the user journey to enhance the overall user experience.
03
Wireframe & Prototype
1-2 weeks
Low-fidelity wireframes were created to show the basic layout and functional structure of the platform. These wireframes helped us define the placement of key interface elements and iterate quickly to test the interface with users to ensure that the design met their expectations.
The mid-fidelity prototype is reconstructed based on the wireframes to further test and verify the feasibility of the design scheme.
Personas
We created two primary user personas to help define the needs, motivations, and behavior patterns of our target users. These roles are based on previous user research and reflect users with different career backgrounds and learning goals.
Ideation
Role: help us stay focused on the target audience during the design process, ensuring that each design decision better meets the needs of the user.
Liam: A software development engineer seeking to improve his technical skills for career advancement.
Mandy: A new professional in marketing who is looking for an online learning platform to upgrade her skills and adapt to the changing workplace environment.
User Flow & Journey
User flow: Shows the steps and decision paths for users to complete tasks on the platform.
User journey: By identifying the emotional changes and needs of users at different stages, it helps us to better design solutions that meet the needs of users.
Ideation
Role: help us identify pain points that users may encounter throughout the process, so as to improve product design more specifically.
Wireframes
We use wireframes to clarifies the app's structure, ensuring alignment with user needs and project goals.
By integrating content from the ABC Education website, the project has improved interactivity and enhanced the search functionality, making it more user-friendly and accessible.
Ideation
Role: help us clearly define the structure and layout of the product,allowing the team to quickly visualize the basic framework of the product.
Prototype - mid-fidelity
Display function: The interface contains functional modules like recommended content, interactive video learning module, simulates the real learning scene of users.
Ideation
Role: help us get feedback from users at an early stage of the project, so that we can optimize the design more specifically and improve the end-user experience.
Deliver Phase
04
Hi-Fidelity Prototypes
Low-fidelity wireframes enable rapid, cost-effective iteration and early feedback, while mid-fidelity prototypes simulate real interactions for usability testing, allowing refinement of layout, practicality, and accessibility based on user insights.
Deliver
4 of 4
Project
Phases01
Testing and iteration
4-5 day
We will thoroughly test the final product to ensure that the features and user experience are as expected. Iterate and improve quickly based on user feedback to ensure that every detail meets user needs and project goals.
02
Digital Mockup
1 week
We will make and refine the digital model, including all the key design elements. This will show the final visuals and interactive features of the platform and be used for demonstrations and further user testing.
03
Poster
2-3 days
Design project posters that demonstrate the core functionality and value proposition of the project. Posters will be used as part of the project's promotional materials to help communicate the design concept and to promote the final version of the platform.
04
Report
1 weeks
Write project reports that detail the design process, user research, and test results. The report will provide complete documentation support for the delivery of the project and outline future directions for improvement.
Graduation Studio: Work-In-Progress
Sep 24, 2024
by TUT03 Group4
21
Deliver
4 of 4
Project
Phases01
Testing and iteration
4-5 day
We will thoroughly test the final product to ensure that the features and user experience are as expected. Iterate and improve quickly based on user feedback to ensure that every detail meets user needs and project goals.
02
Digital Mockup
1 week
We will make and refine the digital model, including all the key design elements. This will show the final visuals and interactive features of the platform and be used for demonstrations and further user testing.
03
Poster
2-3 days
Design project posters that demonstrate the core functionality and value proposition of the project. Posters will be used as part of the project's promotional materials to help communicate the design concept and to promote the final version of the platform.
04
Report
1 weeks
Write project reports that detail the design process, user research, and test results. The report will provide complete documentation support for the delivery of the project and outline future directions for improvement.
Graduation Studio: Work-In-Progress
Sep 24, 2024
by TUT03 Group4
21
Deliver
4 of 4
Project
Phases01
Testing and iteration
4-5 day
We will thoroughly test the final product to ensure that the features and user experience are as expected. Iterate and improve quickly based on user feedback to ensure that every detail meets user needs and project goals.
02
Digital Mockup
1 week
We will make and refine the digital model, including all the key design elements. This will show the final visuals and interactive features of the platform and be used for demonstrations and further user testing.
03
Poster
2-3 days
Design project posters that demonstrate the core functionality and value proposition of the project. Posters will be used as part of the project's promotional materials to help communicate the design concept and to promote the final version of the platform.
04
Report
1 weeks
Write project reports that detail the design process, user research, and test results. The report will provide complete documentation support for the delivery of the project and outline future directions for improvement.
Graduation Studio: Work-In-Progress
Sep 24, 2024
by TUT03 Group4
21
Deliver
4 of 4
Project
Phases01
Testing and iteration
4-5 day
We will thoroughly test the final product to ensure that the features and user experience are as expected. Iterate and improve quickly based on user feedback to ensure that every detail meets user needs and project goals.
02
Digital Mockup
1 week
We will make and refine the digital model, including all the key design elements. This will show the final visuals and interactive features of the platform and be used for demonstrations and further user testing.
03
Poster
2-3 days
Design project posters that demonstrate the core functionality and value proposition of the project. Posters will be used as part of the project's promotional materials to help communicate the design concept and to promote the final version of the platform.
04
Report
1 weeks
Write project reports that detail the design process, user research, and test results. The report will provide complete documentation support for the delivery of the project and outline future directions for improvement.
Graduation Studio: Work-In-Progress
Sep 24, 2024
by TUT03 Group4
21
This project marked my transition from student work to practical product design, enhancing the integrity and real-world relevance of user experience. Over three months, our team overcame challenges that deepened our skills and sense of accomplishment. Key hurdles included aligning client needs with our design direction and ensuring product feasibility in a competitive edtech landscape. We refined content and visual style to match ABC Education’s brand, prioritized personalized learning paths, and integrated AI features—validated through two rounds of positive user testing.
The experience also strengthened our understanding of professional workflows. Using ClickUp for task management and weekly planning, we maintained active collaboration despite occasional conflicts and unfamiliar content, leveraging each member’s strengths to deliver results. Final client feedback revealed areas for improvement, such as enhancing the comment function for collaborative learning and developing user profiles to connect with ABC’s broader product suite. These reflections inform our commitment to continuous improvement and more integrated, user-centered design in future projects.