In Profile of a Learner (Part 1), you experienced our redesign of the CCOL Profile. One update shows the achievements each learner completed and highlights in-progress activities for them to continue their aspirations. Another change allows the learner to save their interests to the CCOL Profile. Now fast forward three months, and the tech team has iterated and strengthened the learner’s experience based on those selected interests.
User Experience Research
Digital Youth Network has always maintained a strong product feedback with our users. Mentors, teachers, and students have helped shaped all of our products including iRemix and Chicago City of Learning. We invested some valuable time to understand how learners were using their new profile, and whether it matched up with our pre-launch research. Our assessments came in the form of tools like CrazyEgg and old fashioned f2f user observations.
Our first research technique for this particular feature consisted of unstructured observations. These observations were designed to avoid impeding a learner’s workflow. The team wanted to see what the learner’s mental model was when they interacted with a new experience. (sorry about the technical jargon)
The primary outcome was quite positive with many learners successfully self registering to any of our programs and exploring thousands of activities. However, the question of ‘What now?’ or ‘What do I do next?’ did arise several times.
As a complimentary tool to our observation, we employed Crazy Egg. This UX tool allows us to see a heat map of what learners were doing when they returned to this page. Many of our call to actions were taken as expected. Learners updated their interests, continued their in-progress online challenges, and registered themselves to activities and badges.
Per CrazyEgg’s site: Crazy Egg is like a pair of x-ray glasses that lets you see exactly what people are doing on your website.
One area stood out: our learners hovered over their interests…quite often. We did not design the interests themselves to be interactive. But the evidence presented on the heat map combined with the user research feedback suggested an opportunity for a focused call to action. The action was to make the interest icons interactive by presenting 3 activities as options for what to do next.
How did we convert research into “impactful value” for our Learners?
In the screenshot below, the application presents three Top Picks based on the learner’s Game Designer interest. These picks will be a mixture of face to face and online activities. With this enhancement, the CCOL Profile allows learners to dive into activities based on the interest they want to pursue right now.
This engagement-based update creates a valuable feedback loop that encourages learners to update their interests when their interest in subjects or professions shift. And because those can change as often as their avatars, CCOL can present new and challenging activities for our Learners to explore.