User research
Product design
Prototyping
3 × product designer
4 × engineers
February'21 - May'22
To create mobile application from scratch for learners of habbit- where they discover new hobbies, learn them in a way they are comfortable, share their creation within their community and also keep practicing the skill to actually master it.
During the research phase, I conducted a literature review on e-learning application and semi-structured interviews with potential users and existing users. During the ideation phase, two of my suggested services were included in the final deliverable . I also contributed to the information architecture design, and was responsible for creating the wireframes for the app. Finally, I moderated several usability testing sessions, and led the discussion of deriving design implications from the data with my teammates.
We started the project having a vague idea that we hope to help kids and young adults to learn new skills through Interactive-Learning-Platform. However, based on our primary research and stakeholders interviews we focussed on anyone who wanted to learn a new skill or upgrade in an existing one. Let's dive deeper into each aspect of the project -
To better understand the problem space, we conducted a literature review and a competitive analysis.For the competitive analysis, we focused on the existing e-learning platforms for skill development.
Our main findings include:
We used survey to understand 1) What are the expectations of the people who would use Habbit for skill development 2) What were the pain points they encountered with other e-learning platforms they might have used.
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We then conducted semi-structured interviews with some of the existing users of Habbit and parents whose kids use Habbit to- 1) To understand the pain points of existing users of Habbit and if they have any suggestions 2) dive deeper into problems parents face when they enroll/ motivate their kids for any skill developmentWe created an affinity map as a group to identify themes from our qualitative interview data.
The aims of our evaluation sessions are 1) to identify usability problems with our current design and 2) to assess the learnability of the application.We conducted our user testing through maze, which provided us with detailed insights regarding our designs.
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Not everything went as planned but the important thing is we learned. The project was my first exposure to industry and was like a roller coaster ride. I struggled, hustled and listened because everything made me a better designer but even better team player. Our design was well accepted by the users because of which Habbit has raised $320,000 in pre-seed round and has 15k active users with 500 mentors on board, which definitely feels like an achievement.