Zenius 3.0
Overview
Over the past few years, Zenius has transformed into a discovery-based learning platform. Discovery-based learning encourages students to independently determine what to study. However, if the prevalent trend in Indonesian edTech continues to adopt discovery-based approaches, efforts to uplift traditional curriculum-based learning for non-enthusiast users may face challenges and lack long-term sustainability.
To address this, Zenius is set to achieve new milestones, shaping the product-market fit and outperforming competitors with the introduction of Zenius 3.0. This version predominantly aligns with a discovery-based platform, marking a strategic evolution for the company.
My contribution
User research Product design
The team
1 × design lead 1 × project manager 1 × designers 4 × engineers
Year
2022

Process
Objective
To contribute to the improvement of my company, my objective is twofold: first, to pinpoint the challenges that Zenius users currently face with the existing app, and second, to enhance the new iteration of the Zenius app for an even better user experience.
Research
Determine Research Question
”What are the challenges that Zenius users encounter with the current version of the app?”

The research team has conducted user research:
Here are key insights gathered from users:
🔍 Difficulty in finding desired content.
🤷🏻 Uncertainty about where to begin.
📚. Lack of immediate use cases.
🧰 Limited understanding of Zenius features.
🏡 Confusion regarding the homepage structure.
👀. Distractions during app use.
😵. Feelings of being lost within the Zenius platform.
Identify all these Variables
I deduce that these variables represent the factors contributing to user challenges with the Zenius app.

Framework wheel of fortune:
I have developed a visualization framework outlining various enhancements to address existing issues and challenges.

Desk Research
In addition to conducting user research, I explored online sources and examined our dashboard to observe Zenius behavior. My findings revealed that, based on research, 50% of Indonesian students fall into the category of unmotivated students - those who are unwilling to try (U-U). Please refer to the image below for details:

Furthermore, data from the previous year indicates that active users are predominantly composed of free non-learning users, accompanied by an approximately 40% bounce rate on the homepage. This suggests that a considerable number of users accessing our apps are uncertain about their actions and not entirely convinced about the value of Zenius learning.

🎉 Opportunities
In light of the research findings and the predefined objective, I have identified opportunities to enhance Zenius 3.0.
📚 Develop flexible models that empower users to choose their preferred learning methods.
🌐 Enhance the user browsing experience.
🔨 Enhance the structure and layout of the Zenius app.
Empathy to the Users
User Journey
Following that, I crafted scenarios to envision user interactions with the platform.

Ideate phase
User Flow
With the goal and research results in mind, the next step involves designing the user flow for interactions with the app. This function serves as guidance for creating mockups or wireframes.


User Interface
Exploration
In this phase, I systematically explored the design for each screen based on the user flow. I commenced with the Home screen, and subsequent screens were developed in sequence.

Final Design
After conducting multiple explorations, gathering ideas through various iterations, and receiving feedback from the Design Lead and stakeholders, we ultimately selected this design for development.


