GuruMaker School

hypothesis.

People need to be educated to become executive speakers..

problem.

Customers need a platform for Harrison Monarth’s books.

solution.

Gurumaker School requires a desktop website design for its books platform.

responsabilities.

Research. Quantitative and Qualitative Information. Design Thinking. Design Library. Prototype. Content repository.

Research

what I do.

My research involved observation techniques, task analysis, user interviews, and surveys to determine how users think and behave based on their needs and motivations. I could derive statistics and metrics from the quantitative data that I collected. Additionally, I gathered qualitative insights about users through contextual observation, usability tests, and interviews.

My evaluation of GuruMaler School design combines two methodologies: quantitative data and qualitative information, which I combine to assess how users feel, think, and use it. By combining these two approaches, I was able to understand their pain points, frustrations and blockers.

why I do.

I opted for a mix of quantitative and qualitative data and insights. I believe in the strong connection that both of the methods have between them. They blend well together giving the research a strong base for future endeavours and scaling of the business. It revealed to me Ivanti’s Identity Director and User portal problems:
– UI inconsistencies (different buttons, colours, alignments),
– UI outdated or no processes in place when it comes to UX principles (design management, IA, taxonomy, interviews, usability and heuristic evaluation, accessibility)

what is the result?

The evaluation found that 90% of users wanted a better user interface that helped them in their daily tasks. They didn’t like the inconsistencies that took place in the product leaving them frustrated and time wastage.

future employees and improve

Empathy helps in understanding the core problems that a user is having. By actively listening and observing what they say and do, I could mitigate the gaps and blockers found in the usability of the digital product. I learnt that an improved user interface can help not only future employees but also, improved the time spent on the task. Less time less money involved.

think aloud about

I used the technique of 90% image and 10% text. The question was addressed as an open question in which I let the user to think out loud what were his present and future actions. The image was presented to the user in front of a machine. He was asked to imagine the cursor of the mouse and where he would place it to do a task. 90% of users found easily the feature that I proposed. They weren’t frustrated about the flow and they didn’t encounter any blockers during the test.

role and responsibilities.

I was the only designer of this case study. I conducted the research methods through surveys with 18 users, field studies and usability tests with 5 users. I documented the information with Google Docs and Notion. I designed the wireframes, high fidelity prototyping and build the design library. After usability tests were held with 5 participants, I re-designed the screens with improvements received during the testing.

UI

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