Techup
An app created for the local audience of Africa to help assist learning digital skills much more effectively online
An app created for the local audience of Africa to help assist learning digital skills much more effectively online
What
Mobile App
Role
UX Design Lead
Category
Ed-tech
When
Sept 2022 - Oct 2022
The Ed-tech industry is one of the largest industries in technology. It aims to increase collaboration amongst students, 24/7 access to learning, personalised educational experiences, automated grading systems, classroom management tools and creating paperless classrooms, etc
The goal of Ed-tech is to improve student outcomes, enhance individualised education, and reduce the teaching burden on instructors
This project curates how can Ed-tech be more accessible and inclusive to local communities in Africa.
We worked on, creating an inclusive user experience such that the Techup app would suit users of local /underrepresented demographics.
Discover & Empathise
Define
Ideation
Prototyping
Testing
Discover, where we conducted Secondary research, surveys, and Interviews followed by user behaviour observation and validation; Define: where we explored defining project goals; Ideation, where Information architecture helped create the structure and the content; Prototyping consisted of visual design and wireframing, before building the prototype, and Testing it with users in the final stage.
The research was conducted to gather insights while also understanding the users and the market through interviews, Competitive research, surveys and observation in a better way.
Understand Ed-tech Industry and Market
Identify project scope
Understand local users and their pain-points that hinder them from learning from more effectively
Interviews — Interviews were conducted for the demographic of 10 users.
Competitive Research — Studying the competitors in the market to understand their offerings.
Surveys — Conducted surveys to get quantitative data from users at large.
Observations — Observations were drawn which were followed by interviews to gain insights into the identified challenge.
Quantitative Insights- We conducted surveys to get large number of insights from people.
Surveys informs us that over 90% of tech skilled and tech unskilled participants want to learn more tech related skills. This gives a high demand for the Ed-tech industry and lets us understand the benefit of inclusivity in this industry.
According to research 71% prefer learning tech related skills in a hybrid format, users people want to enjoy both benefits on online learning and physical learning.
A high percentage of 85% enjoy learning tech with tutorial videos and more 57% also prefer live sessions.
Majority of 56% the participants want to learn tech together as a group.
We created a word cloud of the most demand tech skills participants are willing to learn
Qualitative Insights- We interviewed interested participants who took the survey to further empathise with and understand their pain points through discussions. We were able to come up with personas and empathy maps.
We came up with persona and empathy map representing the older target audience.
We came up with persona and empathy map representing the younger target audience.
Competitors Analysis
I did a competitor analysis of some of the main features that other video content services provided to understand the positioning of Youtube amongst others and analyze the offerings of the competitors.
How might we create a mobile app that effectively helps local users who intend to gain tech skills, learn effectively and easily.
Our TechUp Mobile App would allow users to get access to quality courses, boot camps, and mentors, which would positively affect audiences that are in need of acquiring tech skills. We would measure effectiveness by the increase of people engaged with tech Skills.
Value Proposition
Users gaining access to mentors, for guidance.
Language options for Inclusive design and accessibility.
Job placement opportunities
Access study buddies and communities.
Live events for physical meet-ups.
Rewards, badges, and skill points.
Information Architecture